3 Vic 300 pt build - Advice needed

By JasonRed3, in Star Wars: Armada Fleet Builds

I'm not sure I'll be playing this, but I'd like to know what people think the pros/cons are of a build like this... I know it's light on some things, but with 5 points to spare, I'd like suggestions on what else to take, what to swap, etc.

I don't own any Gladiators, so... bear that in mind, but I own everything else. :)

1 • Victory I-class Star Destroyer - Victory-class Star Destroyer (73) - Gunnery Team (7)
• Total : 80
2 • Victory I-class Star Destroyer - Victory-class Star Destroyer (73) - Gunnery Team (7)
• Total : 80
3 • Victory II-class Star Destroyer - Victory-class Star Destroyer (85) - Admiral Motti (24)
• Total : 109
4 • TIE Bomber Squadron - TIE Bomber (9)
• Total : 9
5 • TIE Bomber Squadron - TIE Bomber (9)
• Total : 9
6 • TIE Fighter Squadron - TIE Fighter (8)
• Total : 8

I'm bringing a similar list, except replace one with a gladiator. The way I think of it is you could get rid of that one tie and maybe one upgrade for rhymer, just to soften targets up and medium range for your main attacks, which is possible to do with a normal squadron command but that one tie screen won't protect you for more than a turn most likely, for rhymed you could at least keep out of the way of slower rebrl squadrons (except a wings) for at least a turn or so past that if you place them well and snipe from medium range

I'm considering ditching both Gunnery Teams, and putting the H9/Warlord combo on one of the Victory Is

That leaves me with 3 points, which I could spend, or not...

I would at least move one of the Gunnery Teams to the Victory II. Gunnery teams on Vic 1s seem a little bit of a waste, considering the short range.

True, but I figured I'd be sure to count on the red dice either way... and putting it into the II kind of paints a bigger bulls-eye on it, no? By spreading it out a bit, it makes it harder for people to choose a target... but I know what you mean.

Edited by JasonRed3

What would take this down? Lots and lots of fighters? What? :)

Revised list:

1 • Victory I-class Star Destroyer - Victory-class Star Destroyer (73) - H9 Turbolasers (8), Warlord (8)
• Total : 89
2 • Victory I-class Star Destroyer - Victory-class Star Destroyer (73)
• Total : 73
3 • Victory II-class Star Destroyer - Victory-class Star Destroyer (85) - Admiral Motti (24)
• Total : 109
4 • TIE Bomber Squadron - TIE Bomber (9)
• Total : 9
5 • Major RhymerTIE Bomber Squadron (16)
• Total : 16

296 total

True, but I figured I'd be sure to count on the red dice either way... and putting it into the II kind of paints a bigger bulls-eye on it, no? By spreading it out a bit, it makes it harder for people to choose a target... but I know what you mean.

Motti will already have a big bullseye on him as he represents two hit points on the other two ships also.

Right, which is why he'll be screened by the other two :)

So back to the question... what would give this build a hard time?

Anything that can get around. I played a similar list, my xwing and 2 ywings had lots of fun while I hammered one vsd to dust, damaged another and flew away. One vsd1 never even shot. 1afmk2 and 2 nebulons... Though I think he had tarkin.

Maybe Rebels with assault frigates and squadrons. They can stay at long range and pepper you with red dice.

Also possbly imperial lists with Gladiators. The Gladiators can avoid your front arcs for the most part.

Depends a little on your objectives too.

Edited by chrisrivers

The squadrons aren't ;going to be useful here (especially the Rhymer build). Anything list with one squadron will lock down your fighters for the whole game (wasting 25 points). I would bump down warlord to have H9s on two VSD-Is (I had a similar list with two gunnery team Vic-1s and accuracy tokens screwed me big time).