What use the VSD now?

By Englishpete, in Star Wars: Armada

Let me clarify, I don't think the game is really out of balance with fire arcs, it's more that in a six turn game the Empire can bring it's main guns to bear for 1-2 turns, the Rebels 4-6 turns in a typical game where players maneuver decently. I was a little surprised the Empire forward arcs weren't a die weaker and the side arcs a die stronger, that's all.

I did think long and hard on running 4 x VSD-I with Motti and squadron support, it's a bonkers list.

Edited by Englishpete

It seems like a very...Imperial...list. Solve problems by dropping the crushing weight of the Imperial Navy on them!

Let me clarify, I don't think the game is really out of balance with fire arcs, it's more that in a six turn game the Empire can bring it's main guns to bear for 1-2 turns, the Rebels 4-6 turns in a typical game where players maneuver decently. I was a little surprised the Empire forward arcs weren't a die weaker and the side arcs a die stronger, that's all.

I did think long and hard on running 4 x VSD-I with Motti and squadron support, it's a bonkers list.

Bear in mind, though, that the Imperials outshoot Rebels in their biggest arc. The ISD throws eight dice, with the ISD-I maxing out at a potential fourteen damage. The MC80, which costs just as much, throws six dice with a max damage of nine. It also has three fewer hull, is slower, and less maneuverable. If you let the Rebels toilet bowl, sure, those side arcs are going to get way more shots at red die range (so not using their blue dice). But if you play objectives, especially if you're second player with Contested Outpost or Fire Lanes, then they're going to have to come to you and it makes it much harder to use those side arcs while they're flying forward. Or if an ISD-II and an MC80 (ignoring upgrades and admirals) park at red die range and trade shots, they're going to either break even for damage (vs. Assault Cruiser) or see the ISD with a slight advantage (vs. Command Cruiser). Either way, the ISD will probably win because of the aforementioned increased hull.

Proper maneuvering can also keep them in your front arc longer. I also think it highlights the importance of having Raiders or bombers. If you're going to get flanked by Corvettes or MC30s, you shouldn't be turning your front arc to meet them if your opponent also has Mon Cals or Assault Frigates. You should keep them in your front sights while the Raider/Bombers take care of the flanking maneuver. Or have a second ISD/VSD behind and to the side of your lead ship to cover the flank. Your opponent either has to fly right into the second ship's front arc to flank the first, or now fly around two ships, meaning it'll take even longer to engage.

Both of my store championship rounds ended up in a head-to-head scrum against Rebels. I won the first because good positioning left my VSD out of any side arcs, and my ISD only within one. I lost the second because I was getting double-arced by an AF and MC80 (my ISD was just a smidge too far to the left).

@reegsk and Englishpete : The issue isn't necessarily absolute maximum damage, but damage projection and mitigation. Assuming an enemy ship can always use its Brace, an ISD's front arc will only yield 1 more average damage than a Mon Calamari Cruiser, but by being in the Broadsides it's easier to keep a target into that arc by passing by it since you can shoot back, while the ISD's front arc will get passed by quite easily, and the side arcs of an ISD, even with Enhanced Armaments aren't quite that scary.

Against ships of a lower size class, especially faster ones, it's quite hard to get a good shot more than onces, and that shot must count (gladly there are several ways to do that). Then there is what I like to call the "Imperial Player's dilemma" with the ISD :

- If you go too fast, you'll maybe get a shot, then your front arc is going to be useless

- If you go too slow, you're giving more options for the opponent to avoid your main arc by being out of range and risk never getting a shot off.

Which is why I'm pretty sure we're going to see the VSDs make a come back to support the ISDs : while they are slower they also act as a catching net for anything that will be flushed out by the ISD.

I am flying a VSD for exactly that reason.

I guess what I am driving at is that the Rebels have an easier time making shots count and in a game where damage is THE factor, that is a distinct advantage.

It will be interesting to see what comes to pass with wave 3.

I also tend to agree that the VSD will be making a comeback.

I think the opposite after my first comp...

The Victory 1 is nice....but after a 3 prong carrier build and coming 4th place I think it's going to struggle even further. It can't turn at all...the main battery can get one maybe two shots off if you're lucky...and the utter lack of anything defensive is devastating when Ackbar/or a pimped out Imp Deuce uses you for target practice.

Granted they are sturdy, I will give them that...however I think once the winged mon cal pops up...and maybe an interdictor that messes with black dice, the Victory might be sunk.

I love the ship though, they did do well...but it's faults are blatantly obvious...if it got a retrofitted card that give it a defensive upgrade it would make a hell of a come back.