V, V, G, Rhymer

By Drasnighta, in Star Wars: Armada Fleet Builds

1) Three Ships.
2) More than One Victory.
3) Demolisher.
4) Mini Rhymer Ball.


Yes, I will, thankyou.

[ EMPIRE FLEET (299 points)
1 • Victory I-class Star Destroyer - Admiral Screed (99)
2 • Victory II-class Star Destroyer (85)
3 • Gladiator I-class Star Destroyer - Demolisher (66)
4 • Major Rhymer TIE Bomber Squadron (16)
5 • TIE Bomber Squadron (9)
6 • TIE Advanced Squadron (12)
7 • TIE Advanced Squadron (12)
http://armada.fabpsb.net/permalink.php?sq=e1c6e2e5f12e8e9e12e12 ]
e1c6e2e5f12e8e9e12e12

Alternatively, Drop Screed for Motti and have a 3pt Bid, which honestly, has been enough so far for the games I've played.

Thanks for sharing, Dras! I'm curious to see how this fairs against a squadron-heavy list. What missions were you thinking of taking?

Currently im considering VVG build in other topic, do you think those naked capitals will fare well? Cause its just brute dice rolling (i know Vs got handfull of that but still)?

Yeah, its a bit tough to consider. I havn't been able to actually play it out yet though - being a stay at home dad to a toddler, I don't get out much.

But, give it a shot one way or another.

Dropping the Vic-II to a Vic-I nets 12 points, but the question becomes what to do with them...

1) They can go straight into Demolisher as Expanded Launchers.

2) They can go into an Advanced for Vader. *

3) They can go into an Interceptor to help protect the Rhymer Ball
4) They can go into some ship upgrades. I'm looking at say, ACMs somewhere, and maybe a Veteran captain?

5) Grand Moff Tarkin.

Also very interested in hearing your play feedback :)

Red and blue objective being quite obvious, what yellow will you play?

I am flying a VG Rhymer build which naturally got a tough life in tournament play due to the 'tabled' rule.

Looking at your list i would be worried that an opposing Gladiator with missiles outshoots you.

Let us know how it goes.

Its going to be a matter of Formation Flying, I think... A Tooled Gladiator with Missiles will probably be more expensive than most of my Ships anyway, so its a fairly even trade in return if I lose something to take it out...

Its still a lot of work, and a lot of hull points to go through, to table the list..

But, its a big unknown! That's what makes it interesting.

Hyperspace assault could be fun, but most probably Contested Outpost, just for the hell of it.

Have you thought about Fire Lanes for an easy 90 points in two round with your double VSD?

'tis a Definate thought.

Depending on how aggressive you plan to play your VSDs it can be a real winner with the side effect that many players are uncomfortable playing against it and would therefore rather choose a red or blue objective which is great for Rhymer.

OKAY. Here we go...


Today I walked away with two very narrow losses...

Game 1, I went with

Tarken

Vic-1
Vic-1
Glad-1 (Demolisher).
Rhymer
Bomber
Advanced x2

So yes, as you can see, only 2 upgrade cards, very barebones...

Against another Imperial player, off the top of the head:

Vic-2 (Screed)
Glad-1 (ACM, Intel)
Glad-1 (ACM, Intel)
Howlrunner
Interceptor x3

I got first player, and the mission was Dangerous Territory.

Honestly, getting the Objectives cost me the game... Both Demolisher and my command Vic-1 hit asteroids to do so and took some double cards (Struct. Damage) right off the bat, which let his punching go through.

I did manage to do some fancy flying with Rhymer that put him on the back foot, but Interceptors still managed to hold them down and stop them from shooting at ships.

Had my Tarken Vic-1 been the one on the flank, and not in the middle, and had my Demolisher rolled as well as he did (his dice were Hot, mine were middling), the game would have gone to me.



Second game, I was against a Rebel player. His list was somewhere like:

Neb-B (Salvation, Dodonna)

Neb-B (Yavaris)

Neb-B

B-Wings x3
Luke
Wedge

Contested Outpost. The mission we'd both prepped for, but honestly, he'd prepped a little better. I'd, in a haphazard manner, switched up my list from game one... Dropping Tarken for Screed, an Advanced for an Interceptor, and buying ACMs for both Vic-1s. Honestly, it was a waste.

This game was even closer... I managed to sink Dodonna's Neb-B first of all, between Rhymer and Demolisher... Before Wedge pinned the two bombers down. The Advanced and Interceptor took 4 of Luke's HP down in the second turn, and my two Vic-1s were mere milimeters out of range with their Anti-Squadron Batteries, which would have made all the difference... As it was, a Yavaris-Luke and a Yavaris-B-Wing managed to trash my Fighter Cover.

Screed-Gladiator managed to soak up being at Distance 1 of the station, uncontested for the first 4 turns... Honestly, Screed was useful, the ACMs were not...

The B-Wings with 2 Neb-Bs trashed my Non-Screed Vic-1. It was a Flaming Wreck on 6 hit points, before I limbed into an Asteroid Field for 7 hull points, dragging a squad of Bs...

Demolisher finished eating Dodonna, but had to then try to speed around the back of the table to make it back to the fight, and didn't make it.

The 5th Turn came down to me throwing 2 Red Dice out of the Rear of my Flaming Screed-Vic (3 Face Down Cards, Capacitor Failure, Capacitor Failure, Power Failure, and no defence tokens)... At his Non-Named Neb-B... Which had 2 hull points Remaining, and no Shields and De-powered Armament.....

And promptly rolled Double-Blanks...

Scree'd it to a Single Crit...

Which was Rerolled to a Hit through an Evade token at Medium Range...

The game could have ended right there, as I'd already eaten Yavaris with two front-end Vic-1 Batteries...

As the game went on another turn, the B-Wings and Luke ate the Remaining Vic-1, and for two turns, he picked up 2 Tokens...

Which at Games end, with everything factored in...

106 points alive for the Imperials.
132 points alive for the Rebels...

A Narrow Victory to the Rebellion...

I learned things. I learned a lot, and both games came down to just one or two dice rolls being 1 more hit at a time, and the whole things change.

Overall, I'm fairly happy with the amount of damage that Barebones Vic-1s throw out... I'm even fairly happy with the amount of damage a Gladiator with just Demolisher will do, too...

Rhymer and posse may need to go for TIEs or Interceptors however... I'm certainly not going all ships, not after watching what a wall of B-Wings does when you are forced to fly through it for Objectives... Even when the Payoff is eating their Carrier.




Thanks for the good write-up!

Many good infos to be taken from it.

Would have been interesting to see how the list in its first iteration would have done against the Rebels opponent.

Also a bit surprised that you put ACMs on the VSDs but not on the Gladiator where they are just gold.

Honestly, I shouldn't have taken them at all... I'm finding that, 90% of the time, I'm punching through shields and would prefer the face-up Crit card instead. I know they add flexibility and possibility - but I'm thinking I might be able to do better for 14 points.

I put them on the VSDs to add to their threat. The GSD is enough of a killer on its own most of the time anyway, when it has Demolisher.