Which is better to play 7 CR-90s or 3 VSD

By Cubanboy, in Star Wars: Armada

I am trying to figure out for my next session what kind of stupid game I can play, (I just traded for a 3rd VSD which I really did not plan on buying but something worked out YEA) Now my question is has anyone run ether list and how did it work out. I think there is a lot of ramming with the 7 CR-90s which would be stupid fun though 3 VSDs have a ton of fire power so any thoughts?

CR90 Corellian Corvette B (Total: 39)

CR90 Corellian Corvette B (Total: 39)

CR90 Corellian Corvette B (Total: 39)

CR90 Corellian Corvette B (Total: 39)

CR90 Corellian Corvette B (Total: 39)

CR90 Corellian Corvette B (Total: 39)

CR90 Corellian Corvette B with General Dodonna (Total: 59)

Total 293

Victory II-class Star Destroyer (Total: 85)

Victory II-class Star Destroyer (Total: 85)

Victory II-class Star Destroyer with Grand Moff Tarkin (Total: 123)

Total 293

On a side note if the Imps had an 8 point comander you could run 4 Victory 1's.

This is not an easy thing to quantify. What objectives are being chosen, what is the plan of battle?

Also why Tarkin and not Motti? Motti would allow you to place a XI7 Turbolaser on each VSD which hurts the CR90's more.

This is not an easy thing to quantify. What objectives are being chosen, what is the plan of battle? Team Ram Rod would be anything you can run into so Danger Ter, Opening Salvo, Fire Lanes. Imp does not matter.

Also why Tarkin and not Motti? Even points at 293

Edited by Cubanboy

This is not an easy thing to quantify. What objectives are being chosen, what is the plan of battle? Team Ram Rod would be anything you can run into so Danger Ter, Opening Salvo, Fire Lanes. Imp does not matter.

Also why Tarkin and not Motti? Even points at 293

3 Victory II, all with Gunnery Teams, and Admiral Motti is exactly 300 points. Gunnery Teams are an incredible force multiplier, even one extra front arc shot in a game is worth the 7 points.

3 x VSD-I's with Gunnery Teams and ACM is'nt a slouch either.

I would also remommend you think about the Corvettes: Engine Techs will allow 2 rams per activation, Mon Montha will provide survivability. First turn go speed 3 and run up a maneauvre token. That way you can go from speed three to 1-4 as you need. Watch your missions as anything that ties you down or spreads you out will not be as good as you expect. Opening Salvo, Fleet Ambush and then the choice seems to be between Superior Positions or Dangerous Territory.

I would be inclined to go with Dangerous Territory as that allows you to not have to worry about obstacles and just fly through them if you want and score a bonus 15xp as you do.

At 400 points Cuban, you should just run 7 Nebulon B's, and call it the musketeers brigade.

That's a lot of dakka...

Or 5 Assault Frigates... Call it the "where's your emperor now!?"

Hmm, 7 nebs might be stronger, cause each can throw 3+1 dice from the front arc at long range, and fire aa flak from the sides. And 3 shields with a double-brace each...

At 400 points Cuban, you should just run 7 Nebulon B's, and call it the musketeers brigade.

That's a lot of dakka...

Or 5 Assault Frigates... Call it the "where's your emperor now!?"

Hmm, 7 nebs might be stronger, cause each can throw 3+1 dice from the front arc at long range, and fire aa flak from the sides. And 3 shields with a double-brace each...

Look there is a ton of ships and configs you can run, I was thinking a ton of small ships you can ram into a smaller number Imps and end up ahead. If you run into a star destroyer 7 times thats just damage without dice, it always works nothing can cancel it, you just need 4 more damage and the VSD is dead. I realize your going to lose 1 maybe 2 CR-90s a turn but in the end you would win. Its a lot of ships and its a lot of damage before we look at dice. Would the 3 VSD turn it into a turkey shoot. I mainly wanted to know if anyone has tried a 7 ship list, or played tested 9 CR-90s at 400 points.

Edited by Cubanboy

There is a way to cancel it. Shoot it. You are going to ram ships and get close to killing yourself with it. Add to the fact that to remove a damage card you need a token as well as a dial and you start having some issues.

There is a way to cancel it. Shoot it. You are going to ram ships and get close to killing yourself with it. Add to the fact that to remove a damage card you need a token as well as a dial and you start having some issues.

This was at the heart of the post, I think 3 VSD do well I just wanted to give a lot of ships a chance.

There is a way to cancel it. Shoot it. You are going to ram ships and get close to killing yourself with it. Add to the fact that to remove a damage card you need a token as well as a dial and you start having some issues.

This was at the heart of the post, I think 3 VSD do well I just wanted to give a lot of ships a chance.

I did do 3 VicIIs vs 3 AF mk2s and we both lost a ship and tied due to a mistake made by the player. Picking Fleet ambush was a bad idea.

Look there is a ton of ships and configs you can run, I was thinking a ton of small ships you can ram into a smaller number Imps and end up ahead. If you run into a star destroyer 7 times thats just damage without dice, it always works nothing can cancel it, you just need 4 more damage and the VSD is dead. I realize your going to lose 1 maybe 2 CR-90s a turn but in the end you would win. Its a lot of ships and its a lot of damage before we look at dice. Would the 3 VSD turn it into a turkey shoot. I mainly wanted to know if anyone has tried a 7 ship list, or played tested 9 CR-90s at 400 points.

I played the same game on the weekend, I used Screed and he went for the Fleet Commander, I think I managed to use a nearby debris field to give Screed a turn of shooting more than he otherwise would have had and that allowed me to get just a little bit ahead of the damage curve. Beyond the initial ram/shoot exchange he was double arcing me almost every turn from the rear and blue dice vs red put him ahead in an extended shooting match. His FC was Dadoona, if our post game we agreeded to try again with Mon Montha, and I think being able to evade damage the end game puts the Imperials at some disadvantage.

I would like to push this into the Screed Ball (VSD & 3xGSD lists) and see what happens. The Corvette list I have has a total of 24 hull, the Screed Ball has 23, so just one hit from a shooting attack and the 'vettes are looking to need to shoot. Your list has 28 hull but fewer opportunities to ram.

I think for having said all that you'll still have to put it into action and play games.

Speaking of ramming, does anyone else feel that additional damage cards should be dealt to the opposing ship based upon ship size?

A CR90 ramming an ISD for equal damage to both ships feels ridiculous. Large ships should deal 3 cards, medium should deal 2 and small only 1. In my opinion.

I think that would make ramming too good.

It should be a very last resort, and it is.

Nobody wants the heart of the game to be about ramming. I already feel it's too generous (your ships should move into contact, making it easier to escape)

Speaking of ramming, does anyone else feel that additional damage cards should be dealt to the opposing ship based upon ship size?

A CR90 ramming an ISD for equal damage to both ships feels ridiculous. Large ships should deal 3 cards, medium should deal 2 and small only 1. In my opinion.

Speaking of ramming, does anyone else feel that additional damage cards should be dealt to the opposing ship based upon ship size?

A CR90 ramming an ISD for equal damage to both ships feels ridiculous. Large ships should deal 3 cards, medium should deal 2 and small only 1. In my opinion.

Newton's third law dictates that when ramming, each party receives equal damage.

...but if an elephant and I run into each other at exactly 88 miles per hour, not only will I hurt more than the elephant but also meet the elephants ancestors.

Speaking of ramming, does anyone else feel that additional damage cards should be dealt to the opposing ship based upon ship size?

A CR90 ramming an ISD for equal damage to both ships feels ridiculous. Large ships should deal 3 cards, medium should deal 2 and small only 1. In my opinion.

Newton's third law dictates that when ramming, each party receives equal damage.

Erm, no? If a train collides with a bicycle, the train does not receive 'equal damage'. Whatever 'equal damage' is supposed to mean. Do you mean force?

They don't receive equal damage, but they are hit with equal force.

Ramming with 7 CR90s is possible, but it's not as easy to pull off as some of you may think! I've tried more than a few times, and they start to pile up and you wind up ramming yourself. Yes, it can work, though.

They don't receive equal damage, but they are hit with equal force.

Ramming with 7 CR90s is possible, but it's not as easy to pull off as some of you may think! I've tried more than a few times, and they start to pile up and you wind up ramming yourself. Yes, it can work, though.

Hit with equal force, yes. The above poster may want to refer to Newton's second law. The VSD has far more mass than the CR90, therefore its change in velocity is much smaller than that of the CR90. Believe me, you'd much rather be in the VSD than the CR90.

Take a look at this helpful example:

http://hyperphysics.phy-astr.gsu.edu/hbase/truckc.html#c2

Edited by Rapscallion84

That's why Engine Techs are the bomb, you get to ram twice with each activation.

The AF only takes 3 rams, we'll put another guppie on the barbie for ya mate. :D