Which Victory?

By Viratin, in Star Wars: Armada

So, I've got a question for my more experienced Admirals:

What is the best way to run a Victory? I've been experimenting with running it as a Victory-I and giving it the upgrade that gives it +1 Red on its side arc, and have used that predominantly at range, or I've run a Victory-II and moved into medium-close range to put full firepower to effect. These two options run at similar cost, which is why I was comparing them. Are there any better suggestions you have for running Victory's?

Depends on what you want to do with said victory

Mostly, I just build to mitigate its horrid maneuverability

This means squadron support (they don't care about arc) on a vsd one (we're specializing; no need to dump more points for anti-ship blue dice) and demolisher vsd-2 (5 side dice at medium range; 8 from the front)

He means dominator

I've been wary of using the Dominator. Despite the great boost to your attack power, the loss of shields really worries me. I can see it working well in conjunction with Tarkin, who can give the ship an Engineering token every turn so you can mitigate the loss of shielding (repairing 1 each turn). But still, perhaps I'm just a bit too conservative to use such a strategy.

I've been wary of using the Dominator. Despite the great boost to your attack power, the loss of shields really worries me. I can see it working well in conjunction with Tarkin, who can give the ship an Engineering token every turn so you can mitigate the loss of shielding (repairing 1 each turn). But still, perhaps I'm just a bit too conservative to use such a strategy.

I think it will become a lot more viable when you can field a ISD as your flagship and use the Dominator to support it. At the moment it is far to tempting a target because not only will it be the most threatening thing on the table, it will eat its own shields to do so. When you can sit one right next to an ISD with your commander on it and give it nothing but Dominator and Overload Pulse most people will go for the ISD while the Dom softens them up for its big brother.

The trick with dominator is spam repairs :P (well by round 3 I mean, otherwise navigate or squadron)

The extra 2 dice (with near guaranteed returns; love blues) is more than worth it. Dead things cant shoot back (till the shrimp) Offense is the best defense etc.

Most importantly, it transcends the limitations of the ship's arcs and is just plain scary.

Plus, it's nice presenting such a target; it's nice knowing where your opponent wants to go.

Edited by ficklegreendice

The way I see Dominator:

Concentrate Fire = +1 attack die

Repair = +2 shields = +2 attack dice (as well as some free reshuffling of shields to protect vulnerable areas)

So indeed, spam repairs. You should probably have another ship for carrier duty.

Wullf Yularen also really helps keep those shields up.

Edited by DiabloAzul

I would say ask Darth Lupine how he runs his. He is **** near undefeated in Armada in my area.

I've been wary of using the Dominator. Despite the great boost to your attack power, the loss of shields really worries me. I can see it working well in conjunction with Tarkin, who can give the ship an Engineering token every turn so you can mitigate the loss of shielding (repairing 1 each turn). But still, perhaps I'm just a bit too conservative to use such a strategy.

Leading Shots is almost an auto-include for the Dominator, imo. You can use Tarkin or Wulf to throw down Engineering commands whenever you need, and your Dominator essentially always has an ability that reads: "Lose 1 shield to reroll as many dice as you want".

best of all, leading shots is 4 points :)

I'll drop a tie fighter to give it a try :P

I've been wary of using the Dominator. Despite the great boost to your attack power, the loss of shields really worries me. I can see it working well in conjunction with Tarkin, who can give the ship an Engineering token every turn so you can mitigate the loss of shielding (repairing 1 each turn). But still, perhaps I'm just a bit too conservative to use such a strategy.

I love putting Wulff on the Dominator; same effect as Tarkin, but 31 points cheaper!

Dominator + Wulf = 19 points (a reasonable amount)

Comparable loadouts (Anti ship):

- XI7, Ion cannon and intel officer (18) - works to help burn through redirects, the Ion cannon help drop shields or command tokens (hopefully the engineering he was going to use next turn), and intel officer because Mon Mothma HATES him.

- On VSD 1 - H9 turbos and Expanded launchers (21) - Very much a blunt instrument, but anyone you shoot at is taking 5 unbraced black dice (unless he has ECM...)

I find heavy antiship loads work well against other Imperials and twin space whale rebel lists, as long as you get your manoeuvring right. Against lighter, faster lists, it can be a struggle bringing your (admittedly devastating) fire to bear, so you might want to strip back a bit.

My favourite: - Hangers, Corrupter, Chirenau and 4 x Tie Bombers (56(!!)) - Surprisingly effective, especially with the minimum squadron lists currently favoured, and means you can smash corvettes and gladiators at any angle. Just keep them in command range at all times!