Three Victory-IIs at 300 Points - Does it work?

By IronNerd, in Star Wars: Armada Fleet Builds

I've been spending FAR too much brainpower over the last couple days thinking about my Massing at Sullust list. We don't have a huge local meta yet, so it's difficult for me to tell what I'll be seeing across the table. The last few games I've played have been with Rebels, trying to figure out squadrons, but I think I need Wave 2 before I'm really happy with that. So I'm thinking about this, the most basic and straightforward thing I can think of...

Victory-II w/ Admiral Motti, Gunnery Teams

Victory-II w/ Gunnery Teams

Victory-II w/ Gunnery Teams

300 points on the dot. It seems like it would be pretty tough to tear through that much ship, so I doubt I'd ever get tabled. For objectives, I guess I'd probably lean toward Minefields, Contested Outpost, and maybe Opening Salvo?

Has anyone tried the 3 VSD? It sounds like the simplest idea, but I've never actually done it. Does it work, or is it too simple? Thanks for the advice/discussion!

I've been thinking about 3 Vic 1s with a fighter/bomber escort.

What is your thinking behind objectives?

After re-reading Opening Salvo, I think I would replace that with Most Wanted. This is the one I'm least sure of. I have the firepower I need to get things done, so I really don't need anything to boost my opponent. Since I'm running Gunnery Teams all round, Advanced Gunnery is going to give me opponent a bigger boost than me.

The other two I feel good about. Contested Outpost has been nothing but an incredible success for me with Vics. Run them staggered and move at speed 1, you should be setting 2 VSDs on/around the objective for 3-4 turns in a row. If the opponent wants to bother challenging that, then he has to come *toward* the objective, which is straight into 3 VSD front arcs. Minefields is an attempt to limit the maneuverability of Rebel lists. I will effectively set up the board to shut off half the board, as much as possible. Dangerous Territory might be a good choice... but I like having control, hence Minefields.

Figured I'd pop in with a quick update. I won the event with this list, swapping in Most Wanted for Opening Salvo. That being said, I was given first player in every single match, so my objectives didn't matter at all. Had two HUGE wins (280ish points then 385 points) and a minor win to make the final game. Effectively just swapped a VSD for an ISD, IG-88, and a cheap Raider for the final game. Won that one too, though it was a tight one, I won by TWO points of the 400.

I've been spending FAR too much brainpower over the last couple days thinking about my Massing at Sullust list. We don't have a huge local meta yet, so it's difficult for me to tell what I'll be seeing across the table. The last few games I've played have been with Rebels, trying to figure out squadrons, but I think I need Wave 2 before I'm really happy with that. So I'm thinking about this, the most basic and straightforward thing I can think of...

Victory-II w/ Admiral Motti, Gunnery Teams

Victory-II w/ Gunnery Teams

Victory-II w/ Gunnery Teams

300 points on the dot. It seems like it would be pretty tough to tear through that much ship, so I doubt I'd ever get tabled. For objectives, I guess I'd probably lean toward Minefields, Contested Outpost, and maybe Opening Salvo?

Has anyone tried the 3 VSD? It sounds like the simplest idea, but I've never actually done it. Does it work, or is it too simple? Thanks for the advice/discussion!

If I may chime in here. It's a strong list, but personally, I think you'll get beaten by a fast, mobile list that takes objective cards involving maneuver and collecting objective tokens. They'll just ignore attacking you and do the other parameters of the mission. Also, you are vulnerable to squadron attacks.

Here's how I got around it.

1. Win the initiative bid and select player 2, then make your opponent pick from your objectives. I would select Advanced Gunnery, Contested Outpost, and Minefields. Your opponent will most likely pick Minefields, which is a trap :-) He won't be able to score any extra VP's, and you can use the mines to protect one of your flanks, limiting the angle of attack of some of his faster, more mobile ships. This will ensure he engages you where you want him to engage you. Ie, your front.

2. Find enough points to get Dominator in there. Why? Dominator allows you to fire +2 blues by stripping shields on any attack. This can be against squadrons. This helps give you the extra 'umph' you need to take down enemy bombers and such. Also, get maybe 2 tie fighters and you are set. it gives you some bomber protection at the risk of giving up 16 points; I think it's worth it.

Victory-II w/ Admiral Motti, Gunnery Teams

Victory-II w/ Gunnery Teams

Victory-II w/ Gunnery Teams

I have been thinking the same....ALMOST

My list is

Victory-II w/ Admiral Motti, Sensor Team

Victory-II w/ Sensor Team

Victory-II w/ Sensor Team

30 HP is a lot for an enemy to remove and I use sensor team to get the locked marked icon

to remove the Brace from the enemy so he/she will take the full dmg ... so after 2 firing rounds

there should be one dead enemy big ship.. unless Murphy kicks your dice.

So I wonder what is more efficient...

Thoughts please.

I can definitely follow the logic there, I think that would work quite well. That being said, I'm sticking with Gunnery Teams myself.

I admit that there were several occasions where I really needed an accuracy and didn't come up with one. However, being able to use that bow armament on several ships every turn was crucial to 2 of my 3 victories. I had to play a near mirror match (3 VSDs vs 3 VSDs), with the largest exception that he spent points putting some TIE Interceptors into the list. We effectively flew straight at each other trading blows. My ability to fire twice with my best arc meant I won that game convincingly, where denying a brace a few times would not have made the game so convincing.

I might give that a try and see how it works out, but I find that there are almost always two or more targets to shoot at. Might as well use the good arc and not bother with the sides...

Gunnery Teams are the best investments for VSDs. You shouldn't go without them - especially if you have little or no fighter cover.

I'll give my opinion as one who has beaten 3 Vics, 3 Vis and a glad, 2 Vic and 2 Glads.

If you run this fleet watch your flanking ships. You can't manuver well and a Rebel player can really capitilize on that. Your dice scare us but at the same time if we can force one of your Vic out of the fight then we can win. I will repaet that: Make sure we can't force a Vic out of the fight.

Will you lose your 3 Vics? No, but the goal is how many points you can win by. So if you lose 1 or 2 Vic you have to destroy 2-3 Rebel ships. Which can lead to barely losing when you thought you had won.

And if you are fighting Yavaris with B-wings Kill it; Kill Yavaris as fast as you can because if you don't Yavaris and her B-Wings will decimate your entire fleet.

If you run this fleet for a while you can get pretty good with it and no matter how many times I fight it (Win or lose. Mainly win, the Imp players I play with are super aggessive and makes a small error that I capitalize on) I have to take a breath and plan out the entire fight from set up to turn 6. So I will never say it's not scary but I will not say it's extremely good either.

I can try to give you more advice but I like to run:

3 Neb support refit with XX-9s

1 Neb Escort frigate with Yavaris and Raymus

Dodonna (Love those crit cards)

3 B-Wings (Cause nothing say I love you more then: 6 black and 6 blue dice to the face of a Vic. Yes adding Yavaris activation cause you have no fighter)

I'll give my opinion as one who has beaten 3 Vics, 3 Vis and a glad, 2 Vic and 2 Glads.

If you run this fleet watch your flanking ships. You can't manuver well and a Rebel player can really capitilize on that. Your dice scare us but at the same time if we can force one of your Vic out of the fight then we can win. I will repaet that: Make sure we can't force a Vic out of the fight.

Will you lose your 3 Vics? No, but the goal is how many points you can win by. So if you lose 1 or 2 Vic you have to destroy 2-3 Rebel ships. Which can lead to barely losing when you thought you had won.

And if you are fighting Yavaris with B-wings Kill it; Kill Yavaris as fast as you can because if you don't Yavaris and her B-Wings will decimate your entire fleet.

If you run this fleet for a while you can get pretty good with it and no matter how many times I fight it (Win or lose. Mainly win, the Imp players I play with are super aggessive and makes a small error that I capitalize on) I have to take a breath and plan out the entire fight from set up to turn 6. So I will never say it's not scary but I will not say it's extremely good either.

I can try to give you more advice but I like to run:

3 Neb support refit with XX-9s

1 Neb Escort frigate with Yavaris and Raymus

Dodonna (Love those crit cards)

3 B-Wings (Cause nothing say I love you more then: 6 black and 6 blue dice to the face of a Vic. Yes adding Yavaris activation cause you have no fighter)

All good advice. Also why i take vanilla vic 1s with my 3 victory lists so i have points for a small fighter group. Say howl plus 3 squints. As stated previously, yes i would have a harder time vs mirror 3 victory lists with no fighters but luckily im the only player in my area that runs more than one victory.. so far anyways.