Does the VSD need an upgrade?

By MechaDeca, in Star Wars: Armada

Does the VSD need some form of boost to remain useful in competitive play? Now, I am not advocating that FFG actually change the stats for the VSD, but does there need to be a new title(s) or new upgrade grade cards that synergize with the VSD to maintain its usefulness?

I know that I have struggled with the VSD's lack of maneuverability. Particularly where I am trying to move it in concert with my other, more agile, ships. This had led to me leaving the VSD out of a lot of my lists.

Thoughts?

I am currently loving the VSD as a support ship for the ISD. It's easy to forget the thing still throws six dice out its front. It definitely is scary facing 14 dice at medium range.

I couple that with gunnery teams and they are true death machines.

These of course are the number 2 varieties. I haven't been able to figure out the ones yet.

yes, the VSD needs a boost

it's called "Phylon Q7 Tractor Beams"

run in multiples, at least two, as one beam gets negated by a nav command

and that's it, really. The VSD is an incredible ship...outside its godawful maneuverability. When your enemies move about as well as it does, though, then it ceases to be as much of a problem ;)

Edited by ficklegreendice

it's called "Phylon Q7 Tractor Beams"

This.

3 VSD lists with 3 tractor beams are very strong IMO

I actually still enjoy the VSD (only got one..) in a carrier or support role, and its still an efficient design. However, I would encourage the idea to release additional titles for the "old stuff" with further waves to keep things interesting.

Maybe that is the more fruitful topic. Should additional titles, etc. be released for prior waves? I don't play X-wing, but is there any precedent there?

Triple VSD tractor beam list sounds interesting. Mind sharing your build?

Fickle and I are regular players in the NYC community and he turned me on to a list with an ISD-II supported by 2 ISD-1s with tractor beams and I've been extremely successful with it thus far.

Fickle and I are regular players in the NYC community and he turned me on to a list with an ISD-II supported by 2 ISD-1s with tractor beams and I've been extremely successful with it thus far.

ISDs, or VSDs?

Fickle and I are regular players in the NYC community and he turned me on to a list with an ISD-II supported by 2 ISD-1s with tractor beams and I've been extremely successful with it thus far.

ISDs, or VSDs?

^ this and what kind of fighter screen are you running if any?

Maybe that is the more fruitful topic. Should additional titles, etc. be released for prior waves? I don't play X-wing, but is there any precedent there?

Triple VSD tractor beam list sounds interesting. Mind sharing your build?

Strong precedent in X-Wing. FFG regularly releases new expansions that include older, previously released ships with alternate paint schemes and a variety of cards meant to boost less competitive ships, including titles and other upgrade types that are limited to those specific ships.

Not sure if that release model would work in armada though. In x-wing, the ships are generally valued at $15. An aces pack will generally come with 2 ships and associated upgrades for $30. That gets you miniatures with alternate paint schemes and cards to fix 2 different ships. I kinda doubt the armada player base would be as keen to accept buying extra copies of $40 ships just for a half dozen upgrade cards that fix the models they already have.

More likely, what we'll see for armada is upgrade cards released with new ships, but that have have really good synergy or benefits on when put on the older ships. An admiral or captain that rewards ships that go speed 1-2, for example.

Fickle and I are regular players in the NYC community and he turned me on to a list with an ISD-II supported by 2 ISD-1s with tractor beams and I've been extremely successful with it thus far.

ISDs, or VSDs?

ISD-2, VSD-1s

Bossk

3 rogues (aggressors or sprays, so far aggressors as Sprays have been smacking into fighter screens regardless)

Rogue frees up VSDs for spam navigates

VSDs just have T-beams (all they need)

ISD-2 is upgraded out the arse, as it should be, with at least Gunnery and ECM auto-includes

Edited by ficklegreendice

The VSD already has some wonderful upgrades and titles, that are seemingly rarely taken, but I feel that is evolving even as we speak - I for one am loving my Triple VSD and especially my ISD-1, VSD-1, VSD-1 Pincer-Traps.

Corruptor, moving your Bombers Speed +1. Was kind of a Naffy when your only choice of Imperial Bomber was, well, the TIE Bomber, which was already a fair speed... But now, it also works on Firesprays, wether or not they're a part of a Fireball/Rhymerball... Plus now, the Victory Star Destroyer can mount Boosted Comms, which can keep it in the Squadron Activation Game longer, despite its speed. Corruptor is just Gravy at that point.

Dominator, can be deceptively powerful. Especially on a Mark I Victory. It can add Die to its Anti-Squadron for when you really need to kill an Enemy Ace Squadron, or in tandem with Expanded Launchers can give your Mark-I Victory the Exact Same Front Arc as an Imperial I Star Destroyer... There are lots of Synergy options there.

Warlord and H9s have always been touted as the Guaranteed Damage build. Its not Flashy, its not overwhelming, but it is Guaranteed, and works on both the Victory Mark I and II.

Plus with the Virtue that all of the Victory Variants can take advantages from other fields - namely the prementioned Phylon Q7 Tractor Beams, a system of Boosted Comms, and even looking at Rerolls for Darth Vader.

There has also been speculation in my local group, that Admiral Ozzel has his use, especially in the Victory Builds for Defending Fire Lanes and Contested Outpost. Deploying at Speed 1, Nav-ing Down to 0 to make the enemy Close to you, because you're not going to overfly your positions, and the enemy is likely out of Range of any Die to trouble you - and when they close, it'll potentially be through your Bomber Crowd, and you'll be ready to Leap up to Speed 2 with a single further Nav Order, which may have been Banked from Turn 2...

I was thinking along the lines of a VSD and ISD setup where the VSD is center table and can easily turn to react to oncoming rebel flanks and the ISD being on the far side of the turn with its greater speed can take the outside lane and hit the rear of the Rebel formation. . . just a thought though. . .

I was thinking along the lines of a VSD and ISD setup where the VSD is center table and can easily turn to react to oncoming rebel flanks and the ISD being on the far side of the turn with its greater speed can take the outside lane and hit the rear of the Rebel formation. . . just a thought though. . .

Don't tease me, I haven't even finished unboxing everything let alone assembling etc. Christmas was good this year.

The VSD already has some wonderful upgrades and titles, that are seemingly rarely taken, but I feel that is evolving even as we speak - I for one am loving my Triple VSD and especially my ISD-1, VSD-1, VSD-1 Pincer-Traps.

Corruptor, moving your Bombers Speed +1. Was kind of a Naffy when your only choice of Imperial Bomber was, well, the TIE Bomber, which was already a fair speed... But now, it also works on Firesprays, wether or not they're a part of a Fireball/Rhymerball... Plus now, the Victory Star Destroyer can mount Boosted Comms, which can keep it in the Squadron Activation Game longer, despite its speed. Corruptor is just Gravy at that point.

Dominator, can be deceptively powerful. Especially on a Mark I Victory. It can add Die to its Anti-Squadron for when you really need to kill an Enemy Ace Squadron, or in tandem with Expanded Launchers can give your Mark-I Victory the Exact Same Front Arc as an Imperial I Star Destroyer... There are lots of Synergy options there.

Warlord and H9s have always been touted as the Guaranteed Damage build. Its not Flashy, its not overwhelming, but it is Guaranteed, and works on both the Victory Mark I and II.

Plus with the Virtue that all of the Victory Variants can take advantages from other fields - namely the prementioned Phylon Q7 Tractor Beams, a system of Boosted Comms, and even looking at Rerolls for Darth Vader.

There has also been speculation in my local group, that Admiral Ozzel has his use, especially in the Victory Builds for Defending Fire Lanes and Contested Outpost. Deploying at Speed 1, Nav-ing Down to 0 to make the enemy Close to you, because you're not going to overfly your positions, and the enemy is likely out of Range of any Die to trouble you - and when they close, it'll potentially be through your Bomber Crowd, and you'll be ready to Leap up to Speed 2 with a single further Nav Order, which may have been Banked from Turn 2...

If that's all you're doing with Ozzel, take a long hard look at Tarkin. He can do the one turn Ozzel thing and also be adding CF, Squad or Eng the five other turns. All for the cost of a single Firespray.

I was thinking along the lines of a VSD and ISD setup where the VSD is center table and can easily turn to react to oncoming rebel flanks and the ISD being on the far side of the turn with its greater speed can take the outside lane and hit the rear of the Rebel formation. . . just a thought though. . .

Don't tease me, I haven't even finished unboxing everything let alone assembling etc. Christmas was good this year.

I can easily tease you. . . wait until I do my set of tactica videos on the ISD ^_~

The VSD already has some wonderful upgrades and titles, that are seemingly rarely taken, but I feel that is evolving even as we speak - I for one am loving my Triple VSD and especially my ISD-1, VSD-1, VSD-1 Pincer-Traps.

Corruptor, moving your Bombers Speed +1. Was kind of a Naffy when your only choice of Imperial Bomber was, well, the TIE Bomber, which was already a fair speed... But now, it also works on Firesprays, wether or not they're a part of a Fireball/Rhymerball... Plus now, the Victory Star Destroyer can mount Boosted Comms, which can keep it in the Squadron Activation Game longer, despite its speed. Corruptor is just Gravy at that point.

Dominator, can be deceptively powerful. Especially on a Mark I Victory. It can add Die to its Anti-Squadron for when you really need to kill an Enemy Ace Squadron, or in tandem with Expanded Launchers can give your Mark-I Victory the Exact Same Front Arc as an Imperial I Star Destroyer... There are lots of Synergy options there.

Warlord and H9s have always been touted as the Guaranteed Damage build. Its not Flashy, its not overwhelming, but it is Guaranteed, and works on both the Victory Mark I and II.

Plus with the Virtue that all of the Victory Variants can take advantages from other fields - namely the prementioned Phylon Q7 Tractor Beams, a system of Boosted Comms, and even looking at Rerolls for Darth Vader.

There has also been speculation in my local group, that Admiral Ozzel has his use, especially in the Victory Builds for Defending Fire Lanes and Contested Outpost. Deploying at Speed 1, Nav-ing Down to 0 to make the enemy Close to you, because you're not going to overfly your positions, and the enemy is likely out of Range of any Die to trouble you - and when they close, it'll potentially be through your Bomber Crowd, and you'll be ready to Leap up to Speed 2 with a single further Nav Order, which may have been Banked from Turn 2...

If that's all you're doing with Ozzel, take a long hard look at Tarkin. He can do the one turn Ozzel thing and also be adding CF, Squad or Eng the five other turns. All for the cost of a single Firespray.

A single firespray that adds around 10 damage in a game, is a serious threat, and can cause many issues.

Both are good options but make sure that each falls under what you are trying to accomplish.

A Firespray deals out an average of 1.5 dam per attack on ships. Multiply by 5 attacks and that's 7.5 average damage per game. Tarkin over three ships of CF tokens doesn't quite make it there, but over 4 ships should easily surpass that. But Tarkin over three ships could also represent 15 squadron activations, OR up to 15 shields being regenerated. When you're wanting to spam Navigation for the Yaw, Tarkins repair work is worth far more than a single Firespray, both freeing the command dial, empowering select squadrons, or keeping ships going.

Not to mention if you don't want to spam navigates, Tarkin allows you to have speed control freeing up the command dial for squadron commands or CF and then fills with engineering commands until whatever ship is getting slammed switches over to engineering.

I'm not saying Ozzel doesn't have his place. But you want to be using his ability a little more often than once per game per ship.

Edited by Tranenturm

Hey, its not like I can make a post these days without containing some measure of controversy.

I feel like VSDs are a little easy to blow up with Ackbar. Heck.

These are the ships I find harder to blow up with Ackbar: Galdiators (can move) and have enough bulk and good defense. Mc80s are fat and dish it out hard in response.

ISD are medium. They require serious focus fire, and if played correctly I find a more equal match.

But if you can't get into serious deadly position with a VSD. It'll go down in flames within 2 or 3 turns of 2 ackbar ships blasting at it.

I think the VSD really could benefit from some upgrade help.

Phylons - I haven't tried in mass, but so far, I think it might not quite be emough.

Boosted Comms -> squadrons - I love this idea. Just not my play style.

Also, I much prefer the upgrade to a VSD2 - the 6 dice at medium range are much more lethal. The VSD1s i find tend to only throw 3 red, cuz everyone knows to avoid it, and close range is easy to dodge.

I've been meaning to try out this list (well i have like 10 variations too) just couldn't get a game in over the holiday. Vsds served me well in wave one, I've been running double ISDs but i still have faith in the old trusty VSDs. They are still the most cost effective carrier out there in my opinion.

399 points

Vsd 1

-Motti

-Tractor beam

-Acm

Vsd 1

-Admiral chiraneau

-Tractor beam

-Acm

Vsd 1

-Tractor beam

-Acm

Rhymer

Tie bomber x3

Mauler

Howlrunner

Interceptor x3

Yes, the VSD needs a upgrade. I would happily spend another $40 just to have a VSD that can move at speed 3, take Engine Techs or most especially take Defensive Upgrades. That is the biggest issue with the VSD, it is just too easy to negate that Brace token, then down they go the next turn... Usually to a pesky little CR90... Grumble!

Aside from that, the VSDII was supposed to fix the slow as dog $!#% Vics so they could at lest be useful in the modern Imperial Navy. Feel my Nerd Rage FFG, and fix my VSDII!

Sigh, back to watching ESB.

Yes, the VSD needs a upgrade. I would happily spend another $40 just to have a VSD that can move at speed 3, take Engine Techs or most especially take Defensive Upgrades. That is the biggest issue with the VSD, it is just too easy to negate that Brace token, then down they go the next turn... Usually to a pesky little CR90... Grumble!

Aside from that, the VSDII was supposed to fix the slow as dog $!#% Vics so they could at lest be useful in the modern Imperial Navy. Feel my Nerd Rage FFG, and fix my VSDII!

Sigh, back to watching ESB.

You just described an ISD-2

We're still shaking out the wave 2 meta, but by all indications FFG has nailed it. I'm not sure why we're seeing the VSD taken so little because it is easily the best carrier around. The only thing I can think of is the ISD is so iconic that everyone wants one on the table.

We're still shaking out the wave 2 meta, but by all indications FFG has nailed it. I'm not sure why we're seeing the VSD taken so little because it is easily the best carrier around. The only thing I can think of is the ISD is so iconic that everyone wants one on the table.

It dies fast to the heavy firepower of ISDs and Mc80s and Ackbar fueled stuff.

It is a good carrier. But not every list wants a good carrier.