Rapid Reroll (Imperial Wave 2 400 pt VGGRR)

By Tvayumat, in Star Wars: Armada Fleet Builds

This list has some issues, mostly with dealing with large quantities of squadrons, but for the moment I'm finding it incredibly fun to fly, and figuring out how I want to tweak the theory for a more all-comer style list.

It all began when I was messing around with Raiders and Ordnance Experts, realizing that if I ran Vader I had the ability to re-roll all my black dice TWICE. Now, take any black die and roll it twice and your chances of dealing one damage are basically certain, with a REALLY good chance of getting the ever-valuable hit/crit.

With that in mind...

Rapid Reroll (393/400)
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Victory-class Star Destroyer: Victory I-class Star Destroyer (73 + 46)
+ Darth Vader (36)
+ Tactical Expert (6)
+ Ordnance Experts (4)

Imperial Raider: Raider I-class Corvette (44 + 17)
+ Ordnance Experts (4)
+ Expanded Launchers (13)

Imperial Raider: Raider I-class Corvette (44 + 17)
+ Ordnance Experts (4)
+ Expanded Launchers (13)

Gladiator-class Star Destroyer: Gladiator I-class Star Destroyer (56 + 20)
+ Ordnance Experts (4)
+ Engine Techs (8)
+ Rapid Reload (8)

Gladiator-class Star Destroyer: Gladiator I-class Star Destroyer (56 + 20)
+ Ordnance Experts (4)
+ Engine Techs (8)
+ Rapid Reload (8)


Having played permutations of this list twice... holy crap. A Raider packing EL and ordnance experts can reliably put out eight damage shots, enough to totally overwhelm any CR-90 and put a serious amount of hurt on many large ships. With two blue dice in that pool, being able to reroll them once with Vader, you have a VERY high chance of landing an accuracy or two to capitalize on re-rolling your black dice TWICE.

Since the Raider has one command, you always have CF when needed, so your standard front shot is five black two blue.

The Gladiator supports nicely as a bit of a meat shield to take the fire off the little guy, still spitting five black out either side and being able to reroll them twice. If you don't have a brace available it's easily capable of giving even a large ship a black eye, and Engine Techs works wonders for lining up multiple heavy shots.

Neither the Glad nor the Raider are particularly tough, so I run them one G to one R, so if someone wants to take one they have to think really hard about which target to focus. If they both survive approach, the Gladiator uses techs to box the target ship with a broadside and the Raider simply plows through the side of the enemy ship parallel to the Gladiator.

Meanwhile, the VSD brings up the rear, guarding Vader and providing a nice anvil/anchor to the fleet, either drawing fire away from your squishy cannons or mopping up the burning remnants after your fast ships have finished their job.

It definitely has its weaknesses, though so far my amateurish Raider maneuvering is the biggest. I'm starting to get the hang of it. Man, that ship can really move, and at speed 2 you can pull off some incredible pincer/chase maneuvers.

Edited by Tvayumat

An interesting list and one i think i might play around with. I have 3 vsds.. hmmm

It's not subtle.

It's basically the Armada equivalent of strapping explosives to yourself and running at the enemy screaming, but by jove it gets results!

This is very interesting....

Interesting, I'd feel cheated without Demolisher though. I see that you're using rapid reload. IDK if I'd take it, but if you've mathed it out, dice be with ye. What objectives?

Interesting, I'd feel cheated without Demolisher though. I see that you're using rapid reload. IDK if I'd take it, but if you've mathed it out, dice be with ye. What objectives?

Opening Salvo, Contested Outpost, Superior Positions

Rapid Reload on the Gladiators enhances their already impressive side arcs, and running one glad to one raider gives you the chance to box with the Gladiator (giving the enemy a broadside from the front) while the Raider stabs into the flank with its front arc.

And yeah... not taking Demolisher is a bit of a handicap but I hate using the "auto include" cards. (I say that, but run Rhymer constantly).

There's more than enough redundancy in here to shoehorn Demolisher onto a glad. Imo you could drop one expanded launchers down to ACM's or APT's (Both plenty powerful in their own right) and you can fit it and not badly damage your bid.

I like this list a lot as far as full ship lists go. Gonna have to give it a shot. Kudos to making a black die list that doesn't run either of the above ordinance upgrades.

Edited by Madaghmire

There's more than enough redundancy in here to shoehorn Demolisher onto a glad. Imo you could drop one expanded launchers down to ACM's or APT's (Both plenty powerful in their own right) and you can fit it and not badly damage your bid.

I like this list a lot as far as full ship lists go. Gonna have to give it a shot. Kudos to making a black die list that doesn't run either of the above ordinance upgrades.

You could probably get away with dropping the Tactical and Ordnance Experts from the flagship for the 10 pts you need and still have a significant initiative bid to use with Demolisher.

In fact, Demolisher will probably see more use than the upgrades on the VSD would anyway.