Some help with a 3 Vic list for Sullest!

By Jut, in Star Wars: Armada Fleet Builds

Hi all!!!

I have three Vics, I want to run them all for the Battle of Sullest. I think I am going to throw caution to the wind and go with no fighters. Here is what I have now and some of my thoughts to follow!

Vic-I

w/Motti

97 points

Vic-II

-Warlord Title

-H9 Turbolaser

101 Points

Vic-II

-Enhanced Armaments

-Leading Shots

99 Points

Advanced Gunnery? (If I win Initiative, can I willing choose to be the 2nd player?)

Opening Salvo if AG doesn't work like above!

Minefields

Firelanes

297 Points total; pretty typical objectives for a build like this, right?

I like having three ships. I do have a Gladiator, but I just don't want to be "that guy" with a tricked out Gladiator that runs up a ruins people's days and being labeled the "net-list guy." I think the Activation Economy is a MAJOR part of this game and at 300 points, I do believe the Empire needs to run 3 ships.

I have no problems going with Tarkin and downgrading some things, but I think Motti just makes this list tough!

I think I get the Warlord/H9 interactions: I basically can manipulate the dice pool to get a higher damage or more accurate attack, depending on the situation, correct?

I had toyed with keeping things pretty simple by just doing Enhanced Armaments on all the Vics, putting them all in a very similar points "window" of each other, like the above list, so that there is no "Public Enemy #1." Well probably Motti's ship, as when he "dies" the other ship or ships loose the +2 Hull, correct?

For deployment, regardless of objective, Mott's Vic-I probably gets placed last, correct? He is the one that should probably be in the "middle" or "far end" of where all the Rebels will be coming in at. This is at least my thinking.

Okay, any tips, tricks, tactics or help would be greatly appreciated!!!!

Thanks a million!!!

Edited by Jut

To answer the question(s):

Advanced Gunnery? (If I win Initiative, can I willing choose to be the 2nd player?)

Hell Yes. Winning Initiative allows you to pick who is Player One. That can TOTALLY be the other guy.


I think I get the Warlord/H9 interactions: I basically can manipulate the dice pool to get a higher damage or more accurate attack, depending on the situation, correct?

Its (usually) all about the Red Die... It lets you take an Accuracy, a Hit, or a Crit, as well as a spare die, to a Double Hit. It also lets you maximise that Anti-Squadron Fire, as your (useless) Accuracies and Crits, become Hits, through that Interation, and everything you roll on a Blue Die is going to do something that way.

Well probably Motti's ship, as when he "dies" the other ship or ships loose the +2 Hull, correct?

Correct. He's no longer in play, and if your other ships are at their now new reduced damage limit.... Boom!

Overall, I think you're on the idea - its just going to be difficult to fend off the enemy Fighter/Bomber Cover...

So don't try.

Drive straight through it and smash their Ships.

You're going to have to either ignore the enemy Gnats, or swat at them with an attack you wouldn't be able to use against a ship anyway. Which is completely incidental.

Edited by Drasnighta

So willingly choosing the 2nd Player in Advanced Gunnery, letting me Double Tap out the front of a Vic-II, is . . . ideal? Yes? :>)

So willingly choosing the 2nd Player in Advanced Gunnery, letting me Double Tap out the front of a Vic-II, is . . . ideal? Yes? :>)

Well you make them the first player, and then you hand them your Objective Cards - So they Choose what they want to Play from your List...

.. and only another Imperial is going to want to choose Advanced Gunnery... You still end up with the Advantage, but they're only going to choose it if they have something over you.

So willingly choosing the 2nd Player in Advanced Gunnery, letting me Double Tap out the front of a Vic-II, is . . . ideal? Yes? :>)

Well you make them the first player, and then you hand them your Objective Cards - So they Choose what they want to Play from your List...

.. and only another Imperial is going to want to choose Advanced Gunnery... You still end up with the Advantage, but they're only going to choose it if they have something over you.

Edited by clontroper5

Speaking of which something to consider is having Intel officers since several Intel officers really help break defense

Or gunnery team just to maximize you firepower, actually I would recommend gunnery team over enhanced armament since gunnery team will often add 2-3 dice or more.

So willingly choosing the 2nd Player in Advanced Gunnery, letting me Double Tap out the front of a Vic-II, is . . . ideal? Yes? :>)

Well you make them the first player, and then you hand them your Objective Cards - So they Choose what they want to Play from your List...

.. and only another Imperial is going to want to choose Advanced Gunnery... You still end up with the Advantage, but they're only going to choose it if they have something over you.

actually paragon is the one that wants that objective even as 2nd player because he can shoot 2 hull zones on the same ship and trigger his effect usuong advanced gunnery

But we're talking about them being -First- Player and picking Advanced Gunnery from -This- Person's objectives.

Paragon isn't going to activate under a 1st Players Advanced Gunnery any easier than it would in say, Minefields.

If this player is First Player, and chooses Advanced Gunnery against his opponent from HIS selection of objectives, then yes, Paragon is a Freebie for that Rebel player.

So willingly choosing the 2nd Player in Advanced Gunnery, letting me Double Tap out the front of a Vic-II, is . . . ideal? Yes? :>)

Well you make them the first player, and then you hand them your Objective Cards - So they Choose what they want to Play from your List...

.. and only another Imperial is going to want to choose Advanced Gunnery... You still end up with the Advantage, but they're only going to choose it if they have something over you.

actually paragon is the one that wants that objective even as 2nd player because he can shoot 2 hull zones on the same ship and trigger his effect usuong advanced gunnery

But we're talking about them being -First- Player and picking Advanced Gunnery from -This- Person's objectives.

Paragon isn't going to activate under a 1st Players Advanced Gunnery any easier than it would in say, Minefields.

If this player is First Player, and chooses Advanced Gunnery against his opponent from HIS selection of objectives, then yes, Paragon is a Freebie for that Rebel player.

So willingly choosing the 2nd Player in Advanced Gunnery, letting me Double Tap out the front of a Vic-II, is . . . ideal? Yes? :>)

Well you make them the first player, and then you hand them your Objective Cards - So they Choose what they want to Play from your List...

.. and only another Imperial is going to want to choose Advanced Gunnery... You still end up with the Advantage, but they're only going to choose it if they have something over you.

actually paragon is the one that wants that objective even as 2nd player because he can shoot 2 hull zones on the same ship and trigger his effect usuong advanced gunnery

But we're talking about them being -First- Player and picking Advanced Gunnery from -This- Person's objectives.

Paragon isn't going to activate under a 1st Players Advanced Gunnery any easier than it would in say, Minefields.

If this player is First Player, and chooses Advanced Gunnery against his opponent from HIS selection of objectives, then yes, Paragon is a Freebie for that Rebel player.

I was talking about paragon as 1st player, if the objective ship of player 1 has line of sight on 2 Different HULL ZONES OF THE SAME SHIP he can shoot that ship twice in spite of only having 1 arc. Reread advanced gunnery of you don't believe me

No accusations, I just got confused as you Stated -2nd Player- not -1st Player-...

So willingly choosing the 2nd Player in Advanced Gunnery, letting me Double Tap out the front of a Vic-II, is . . . ideal? Yes? :>)

Well you make them the first player, and then you hand them your Objective Cards - So they Choose what they want to Play from your List...

.. and only another Imperial is going to want to choose Advanced Gunnery... You still end up with the Advantage, but they're only going to choose it if they have something over you.

actually paragon is the one that wants that objective even as 2nd player because he can shoot 2 hull zones on the same ship and trigger his effect usuong advanced gunnery

But we're talking about them being -First- Player and picking Advanced Gunnery from -This- Person's objectives.

Paragon isn't going to activate under a 1st Players Advanced Gunnery any easier than it would in say, Minefields.

If this player is First Player, and chooses Advanced Gunnery against his opponent from HIS selection of objectives, then yes, Paragon is a Freebie for that Rebel player.

I was talking about paragon as 1st player, if the objective ship of player 1 has line of sight on 2 Different HULL ZONES OF THE SAME SHIP he can shoot that ship twice in spite of only having 1 arc. Reread advanced gunnery of you don't believe me

No accusations, I just got confused as you Stated -2nd Player- not -1st Player-...

Ment 1st player

Edited by clontroper5

I have never really found the Gunnery Teams to be well worth it. I will look into the Intel Agents.

Explain please how the Title and X-9 Turobo Lasers can change a die to a double hit. Maybe I am just missing it.

Should I go with less upgrades and make Motti's ship a Vic-II?

Have any of you actually seen 3 Vic lists (any load outs) on the table? How did they do? Common mistakes or good formations or tactics that you saw?

Thanks!

Jut

I have never really found the Gunnery Teams to be well worth it. I will look into the Intel Agents.

Explain please how the Title and X-9 Turobo Lasers can change a die to a double hit. Maybe I am just missing it.

Should I go with less upgrades and make Motti's ship a Vic-II?

Have any of you actually seen 3 Vic lists (any load outs) on the table? How did they do? Common mistakes or good formations or tactics that you saw?

Thanks!

Jut

H9 Turbolasers and Warlord Title.

H9 Allows you to change a Die from a Hit, or a Crit, to an Accuracy. (Without having spend a die)

Warlord allows you to change a Die from an Accuracy to a face that Contains a Hit. (Again, without having to Spend a Die, and a Hit-Hit face Contains a Hit)

Red Dice have a "Hit, Hit" Face.

Roll Red Dice.

Get say, One hit, One Miss, and One Crit.

Turn Hit to Accuracy (using H9 Turbolasers)

Turn Accuracy to Hit-Hit using Warlord.

Now you have One Miss, One Crit, and One Hit-Hit, for one extra damage vs a Ship.

OR, if you're fighting against Squadrons.

Blue Dice can roll Hit, Crit, or Accuracy (No Miss).

Roll a Hit, Hurt a Squadron.

Roll an Accuracy, Change to a Hit (Due to Warlord) and Hurt a Squardon.

Roll a Crit, Change to an Accuracy (Due to H9 Turbolasers), then Change to a Hit (Due to Warlord) and Hurt a Squadron.

Makes that One Blue Die Anti-Squadron GUARANTEED to hit.

Was missing the verbiage "contains" a hit. To cool! Thank you for the detailed response!