Victory 1
Slaved Turrets
Expanded Launchers
92pts
5 Dice Long Range (respectable)
4 Red, 6 Black short range (devestating)
Vader makes them rerollable.
Seems weirdly good.
Victory 1
Slaved Turrets
Expanded Launchers
92pts
5 Dice Long Range (respectable)
4 Red, 6 Black short range (devestating)
Vader makes them rerollable.
Seems weirdly good.
Average hit is between 9-11 damage it seems w/o running actual numbers.
You ALWAYS crit....period.
Both are modifications, no?
Also for the points, gunnery teams could get you 7 red dice a turn out of the front arc (across two targets) compared to slaved turrets.
Edited by ToburkBlah! That was silly...got exited.
Ordnance Experts would be a cheaper option than Darth Vader if you're skipping Gunnery Teams. If you're taking Gunnery Teams, then I'd still recommend Admiral Screed as your commander instead. Only works on one attack die, but he's cheaper and guaranteed.
Darth Vader is awesome, though. And terrifying on the harder-hitting ships. He's just pricey, and requires a VERY aggressive playstyle, which arguably means the Victory-class is ill-suited. Vader almost demands being up in your opponent's face, which means you need speed and you need turns.
I have played a VSD-I with slaved turrets in a carrier role and he was doing ok. Not overwhelmingly good, but the add red die gave him something to do besides bossing around squadrons. Not too exited about expanded launchers on them, even if you could slap on both upgrades. The front arc is already terrifying and keeps people from parking there at close range, and given its bricky maneouverability you wont actually shoot much with it. Just think about hit, how often have you seen a VSD-I shooting something meaningful with its front arc black die armament?