Yet Another 3 Vic, "KISS" Fleet

By Jut, in Star Wars: Armada Fleet Builds

Friends,

Some feedback would be much appreciated.

Vic 1 with Motti; 97 pts.

Vic 2 with Gunnery Team, Leading Shots; 96 pts.

Vic 2 with Gunnery Team, Leading Shots; 96 pts.

Fleet Total: 289 pts.

Objectives: Advanced Gunnery, Contested Outpost and Minefields.

I am a veteran Wargammer, but have just not gotten a lot of Armada in, so I want this list (or a list) that is simple, hence, the KISS principle. The Vic 2's are identical and I just believe overall should help keep things, well simple.

I do not think an 11 pt initiative bid is to crazy; I see myself probably always taking 2nd player and probably playing a ton of Minefields objectives.

Given the 11 pt bid, and wanting to go 2nd, those really are the best objectives, right?

I am willing to do some changing, maybe an overload pulse instead of a leading shots, maybe dropping the leading shots altogether and getting Tarkin. I am open to changing the list up a bit, but I really like the above set up.

Question on Minefields: I am assuming that I want to set the board up in such a way, that I have 1 flank protected by the objects and minefields correct?

Okay, comment away!!! Thanks all!!

I like it, Leading Shots means as soon as the Vic-2s get into medium range you can really start piling on the damage. Motti makes the three of them tough nuts to crack.

I agree that as second player most opponents are going to give you Minefields. Like you suggest, you're using the combination of obstacles and mines to shut off a large area of the board to try and funnel them towards your front arcs.

I'd try and make use of that 11pts. Keeping it simple, what about Veteran Captain on all three ships? That's 9pts, leaves you a 2pt bid, and is probably most useful for a Manoeuvre command to keep the enemy in arc but could also help out with an Engineering if you're taking more of a beating than expected.