Motti Triforce

By RazelKorr, in Star Wars: Armada

Having received a third Victory for Christmas, I can finally set up my second Imperial fleet!

Motti Triforce (400 of 400 pts)
Faction: The Empire
Commander: Admiral Motti (24 pts)
Flagship: (102 pts)
Victory II-Class Star Destroyer (85 pts)
Gunnery Team (7 pts)
Enhanced Armament (10 pts)
Fleet Ship 1: (102 pts)
Victory II-Class Star Destroyer (85 pts)
Gunnery Team (7 pts)
Enhanced Armament (10 pts)
Fleet Ship 2: (102 pts)
Victory II-Class Star Destroyer (85 pts)
Gunnery Team (7 pts)
Enhanced Armament (10 pts)
Squadrons (70 of 134 pts):
6x Tie Fighter Squadron (48 pts)
2x Tie Interceptor Squadron (22 pts)
Objectives: Opening Salvo , Hyperspace Assault , Dangerous Territory

It's very simple - Victory Gunline, rolling across the field. As this is my first pass at the idea, I'd like any thoughts or input you can spare.

I would drop Enhanced armaments and add xi-7 Turbolasers instead. and use thee few extra points to add another Tie Squadron.

Edited by Moore1980

I would drop Enhanced armaments and add xi-7 Turbolasers instead. and use thee few extra points to add another Tie Squadron.

What's your deployment plan?

What's the WORST thing that an opponent SHOULD do to avoid playing into your plan?

What would your midgame reaction be to stop that?

Also, I agree on adding Dengar.

Enhanced is an odd choice, considering you want gunnery teams for double shots, preferably forward. I see the merit, its just... odd.

I would recommend making each ship placed at an interval of close range from their bases. Be prepared to start 2 out of 3 at speed 2 where the 3rd is the closest to where your opponent will be heading (when facing rebels)

Practice and have fun!

One thing I've found Motti Vics really suffer from is "horror roll" mitigation. Because they're so slow and cumbersome you often only get one or two chances to actually use the full power of the front arc and with no dice mitigation there's just a disgustingly huge chance of that roll doing poorly, essentially neutering your whole game plan. Squeezing in leading shots might be well worth the 12 points. It doesn't save you from the "one blank red" scenario, always making your rolls just a little less impressive than expected, but it does give you a great Plan B for those times you roll three accuracies and a blank.

Alright, I can already tell I need to put a bit more thought into this.

I had the Enhanced Armament to make the field of engagement that much deadlier. If I run them in a line and roll across the field, there will be almost no paths that work in the opponent's favor. Keep them Medium~ from each other and they overlap with full dice. Either you run to the side and spare the far Vic, or plow through and get shot.

The squadrons I'm not as worried about - they're as much an afterthought as anything. I thought about kitting out the Vics further, but decided instead to fill space with bases. What if I were to drop them for a Raider, stuff Motti on that and have him zoom around the edge?

You can add Dengar in there, Rhymer, a TIE Advanced or 2 and Mithel had have a deadly Anti-Squadron force.

I faced off against an almost Identical list at the Australian Nationals. 2 vics and most of the fighters died that day, the last one was on about 2 health left

You are not very manouvrable, and at 400pts, your handing your opponent all the flexibility. I agree that XI7s would be better and free up some points, say to cash in a few TIEs for Boba fett, who is almost a pseudo ship on his own.

If your opponent elects to go second and force his objectives, a few will really hurt you. Advanced gunnery will mean a waste in points in gunnery team, hyperspace assault will almost garrantee something nasty appearing in a rear arc of one or 2 vics, and superior positions will get your fleet stiff armed and isolated to be picked apart.

Also that many squadrons without a dedicated carrier ship will mean that all your ships wil need to squadron command, or the squads will either just be stepped around or picked apart by a force that does spam squadron commands

Today I watched a Trio of VIC-1s with, of all things Slaved Turrets Drive Forward commanding a full Rhymer Ball, vanquishing all between them...

Today I watched a Trio of VIC-1s with, of all things Slaved Turrets Drive Forward commanding a full Rhymer Ball, vanquishing all between them...

I actually want to try that. Double arcs would be better obviously but with vsds crappy movement and crappy anti squadron dice slaved turrets all of a sudden look decent.. lol

Today I watched a Trio of VIC-1s with, of all things Slaved Turrets Drive Forward commanding a full Rhymer Ball, vanquishing all between them...

I actually want to try that. Double arcs would be better obviously but with vsds crappy movement and crappy anti squadron dice slaved turrets all of a sudden look decent.. lol

+++ VSD suicide line (390pts) +++

Victory II-Class Star Destroyer (128pts) [intel Officer (7pts), Phylon Q7 Tractor Beams (6pts), Slaved Turrets (6pts), •Admiral Motti (24pts)]

Victory II-Class Star Destroyer (104pts) [intel Officer (7pts), Phylon Q7 Tractor Beams (6pts), Slaved Turrets (6pts)]

Victory II-Class Star Destroyer (104pts) [intel Officer (7pts), Phylon Q7 Tractor Beams (6pts), Slaved Turrets (6pts)]

+ Squadrons (54pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

Firespray-31 (18pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

That list would have been crushed in return given the enemy, Lyraeus...

The big benefit of the triple Vic-1s with Slaved was he had almost 100 Points then set aside in a Rhymerball, with Cheaper Jumpmaster Intel.

That was key - 3 Victories AND Devestating Squadron Firepower.

I mean, your list is completely Valid. But its a different playstyle right off the bat.

That list would have been crushed in return given the enemy, Lyraeus...

The big benefit of the triple Vic-1s with Slaved was he had almost 100 Points then set aside in a Rhymerball, with Cheaper Jumpmaster Intel.

That was key - 3 Victories AND Devestating Squadron Firepower.

I mean, your list is completely Valid. But its a different playstyle right off the bat.

That list would have been crushed in return given the enemy, Lyraeus...

The big benefit of the triple Vic-1s with Slaved was he had almost 100 Points then set aside in a Rhymerball, with Cheaper Jumpmaster Intel.

That was key - 3 Victories AND Devestating Squadron Firepower.

I mean, your list is completely Valid. But its a different playstyle right off the bat.

Yup. It is a different style of play. As for being crushed. . . I am not sure. . . Being able to hit 2 of those VSD's each turn hard (them being VSD 1's and not having the best range for some time) is pretty strong. Though the Rhymerball would be a point to get rid of. . .

One of us is confused... you are talking about OP's list, right? The one with 3x VSD-2's?

That list would have been crushed in return given the enemy, Lyraeus...

The big benefit of the triple Vic-1s with Slaved was he had almost 100 Points then set aside in a Rhymerball, with Cheaper Jumpmaster Intel.

That was key - 3 Victories AND Devestating Squadron Firepower.

I mean, your list is completely Valid. But its a different playstyle right off the bat.

Yup. It is a different style of play. As for being crushed. . . I am not sure. . . Being able to hit 2 of those VSD's each turn hard (them being VSD 1's and not having the best range for some time) is pretty strong. Though the Rhymerball would be a point to get rid of. . .

One of us is confused... you are talking about OP's list, right? The one with 3x VSD-2's?

That list would have been crushed in return given the enemy, Lyraeus...

The big benefit of the triple Vic-1s with Slaved was he had almost 100 Points then set aside in a Rhymerball, with Cheaper Jumpmaster Intel.

That was key - 3 Victories AND Devestating Squadron Firepower.

I mean, your list is completely Valid. But its a different playstyle right off the bat.

Yup. It is a different style of play. As for being crushed. . . I am not sure. . . Being able to hit 2 of those VSD's each turn hard (them being VSD 1's and not having the best range for some time) is pretty strong. Though the Rhymerball would be a point to get rid of. . .

One of us is confused... you are talking about OP's list, right? The one with 3x VSD-2's?

I think Drasnighta was talking about the list he watched tonight

Doh, lost track of which triple VSD list I was reading about... >.>

+++ VSD suicide line (390pts) +++

Victory II-Class Star Destroyer (128pts) [intel Officer (7pts), Phylon Q7 Tractor Beams (6pts), Slaved Turrets (6pts), •Admiral Motti (24pts)]

Victory II-Class Star Destroyer (104pts) [intel Officer (7pts), Phylon Q7 Tractor Beams (6pts), Slaved Turrets (6pts)]

Victory II-Class Star Destroyer (104pts) [intel Officer (7pts), Phylon Q7 Tractor Beams (6pts), Slaved Turrets (6pts)]

+ Squadrons (54pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

Firespray-31 (18pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

Unfortunately you can't take tractor beams and slaved turrets, they are both modifications.

You can however take ACMs with tractor beams, and you can still fire twice a round.

+++ VSD suicide line (390pts) +++

Victory II-Class Star Destroyer (128pts) [intel Officer (7pts), Phylon Q7 Tractor Beams (6pts), Slaved Turrets (6pts), •Admiral Motti (24pts)]

Victory II-Class Star Destroyer (104pts) [intel Officer (7pts), Phylon Q7 Tractor Beams (6pts), Slaved Turrets (6pts)]

Victory II-Class Star Destroyer (104pts) [intel Officer (7pts), Phylon Q7 Tractor Beams (6pts), Slaved Turrets (6pts)]

+ Squadrons (54pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

Firespray-31 (18pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

Unfortunately you can't take tractor beams and slaved turrets, they are both modifications.

You can however take ACMs with tractor beams, and you can still fire twice a round.

+++ VSD suicide line (391pts) +++

Victory II-Class Star Destroyer (122pts) [intel Officer (7pts), Slaved Turrets (6pts), •Admiral Motti (24pts)]

Victory II-Class Star Destroyer (98pts) [intel Officer (7pts), Slaved Turrets (6pts)]

Victory II-Class Star Destroyer (98pts) [intel Officer (7pts), Slaved Turrets (6pts)]

+ Squadrons (73pts) +

Firespray-31 (18pts)

TIE Advanced Squadron (12pts)

TIE Fighter Squadron (8pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

Edited by Lyraeus