Looking for some input on this army for a stor turnament this weekend

By Ozzyman, in Star Wars: Armada Fleet Builds

I have a local store tournament this week end and am looking for some input on what others think of this army.

I'm using 2 VSD1 and a gladiator 1

Total Points 384 (Hoping to have intuitive)

VSD - Command Ship

Admiral Motti -24

Boosted Comms - 4

Corrupter - 5

(Ship is being use to command my Bomber Squadron)

VSD - 1

Intel Officer - 7

Ordnance Experts -4

Rapid Reload - 8

Dominator - 12

(Being used as a target ship that I want them to focus on and help take down a ship before it get blown up)

Gladiator - 1

Intel Officer - 7

Ordnance Experts - 4

Engine Techs - 8

Expanded Launchers - 13

Demolisher - 10

SQUADS

Rhymer - 16

Firespray -18

Firespray - 18

JumpMaster - 12

Tie Advanced -12

Let me know what you guys think? Thanks for any help in advance.

Edited by Ozzyman

Also hoping to get this table tested on Friday.

Rapid reload is not a good upgrade for a ship that can't maneuver into close range. If you really want increased shots out your side, consider Enhanced Armament.

What I'd really consider though is Gunnery Teams on both ships. As it is, you could be easily overwhelemed. Drop Dominator and Ordnance Experts off the VSDs and replace with two Gunnery Teams upgrades. The ability to fire at two ships, or a ship and then fighters, is going to be exceptionally useful.

I agree with thecactusman17- rapid reload, ordnance experts are not useless, but easy to defeat on a VSD. Reason being- your move of 2 with one click. Everything can outmaneuver a VSD. So Rapid Reload will let you shoot out the sides, but then you're throwing 2 black and 2 red, which is not much better than 1 black without Screed.

Dominator is counterproductive on a target ship- you'll be spending the shields you hope to use to have it survive.

Getting rid of rapid reload and ordnance experts and dominator frees up 24 pts, enough for 3 TIE squads or 2 gunnery teams with 10 left over. I like gunnery teams but if I were running two vics I'd probably give them some sort of 1-2 punch, like NK7 Ion Cannons (a crit forces them to discard a defense token) and Heavy Turbolaser Turrets (if they brace, it can only mitigate 1 damage unless it's the only thing used.). Maybe they got rid of a redirect and now can't use the other one and brace, or whatever.

The plan is to have the command ship stay out of range and just use squadron commands so needing that ship to have Gunnery team is not worth it that much. As for Dominator i could see my self giving it up and trying to do something that will help that ship stay alive longer. But as for using NK7 Ion Cannons there nice but with with me using Intel Officer and targeting brace they will get to use it once then they lose it. I think that is much more effective and i think in order for me to use NK7 i need to be rolling blue dice, The VSD 1 does not have any blue dice.

Thanks for the input I will take this into consideration and will make a few changes before the tournament.

I run something very similar:

VSD I

Motti

Veteran Captain

Boosted Comms

VSD I

Intel Officer

Ord Experts

X17

Dominator

Gladiator I

Intel Officer

Ord Experts

Engine Techs

Assault Proton Torps

Demolisher

Raider I

Ord Experts

Instigator

Howlrunner

3x TIE Fighter

The thing about a Rhymerball is you need to go all out to make it viable. Your Mini 'ball will get raped by A/X-Wings+Jan Ors. So you should go the other way or full rhymerball with two Motti ISDs.

Initial placement is probably the most important thing about playing VSDs. #1 rule: Don't place them in the corners. Place them in the "thirds" either the right Third or the left.