Triple Vic success stories?

By Formynder4, in Star Wars: Armada

I know I've read a few cases here of people being successful with 3 Vics and various squadron builds. What have been the best builds and tactics used with them?

I've conceptualized a couple of variations, one with Motti and the other with Tarkin, both with 9 squadrons (3 INTs, Howlrunner, 4 Bombers, Rhymer, or drop a bomber for Dengar on the Motti list).

I got to test my Tarkin fleet out last night, and I had difficulty making the most use out of Tarkin tokens. With only 9 squadrons I don't need to use them as EHB replacements, and I hadn't used Tarkin before to really have a feel for how he plays best.

Is the extra health from Motti a better route to go with only three woefully un-agile ships?

Tactically, is it better to keep the squadrons in close to the ships or to try to get the most out of the squadrons by trying to maximize their range?

My one test with the flight-controller enabled Howlrunner boosted INTs was a resounding success, wiping out my opponents squadrons in a single round. How well does that fare against the beefier Rebel squadrons?

Apologies for the rambling, it's a Friday afternoon at work and I'm feeling quite sluggish.

Tarkin is the only admiral who makes the Victory fleet work. They are straight up carriers have no dilluisions there.

Dengar, Rhymer, bombers and interceptors...you fill those squadron slots and load the vsds with comms and flight controllers and corruptor...then profit.

What about 3 Vic'1s and an ISD2, led by Tarkin?

Have the Vic'1s just do Nav every turn to make up for their awful mobility, and let Tarkin provide them with Engineering and Concentrate Fire tokens.

Victory's need squadrons...naked ships die fast in a rogue heavy environment. Cheap carriers just make that issue worse.

What about 3 Vic'1s and an ISD2, led by Tarkin?

Have the Vic'1s just do Nav every turn to make up for their awful mobility, and let Tarkin provide them with Engineering and Concentrate Fire tokens.

What fighter/bomber support are you losing in order to add a fourth (and large) ship ?

Ive; seen Triple Vic be great as the Carriers with a 134pt Rhymer Ball... There was even Slaved Turrets on the Vics just for fire support - and that made things fairly successful.

You can also add needa and trc if you really want to...

From what I recall of James' fleet here locally, was it was cornerstoned with 3 Vics... All had Flight Controllers (hence the no GTs, hence the Slaved Turrets) and almost all of his points were TIE bombers, with Mauler, Dengar and a couple of advanced - but the majority of the Squadron points were TIE Bombers... Throwing Blue+Black when they needed to kill enemy fighters, and otherwise ignore with Intel. He had also experimented with two Jumps rather than the one Dengar, but wasn't sure on flight controllers at that point...

From what I recall of James' fleet here locally, was it was cornerstoned with 3 Vics... All had Flight Controllers (hence the no GTs, hence the Slaved Turrets) and almost all of his points were TIE bombers, with Mauler, Dengar and a couple of advanced - but the majority of the Squadron points were TIE Bombers... Throwing Blue+Black when they needed to kill enemy fighters, and otherwise ignore with Intel. He had also experimented with two Jumps rather than the one Dengar, but wasn't sure on flight controllers at that point...

This is the kind of build I would expect to work with 3x Vics, as what you need is:

  1. Enough anti-squadron that you roll everything other than dedicated anti-squadron fleets.
  2. Enough activations that you can reliably get all of the bombers off, ideally with Rhymer.

There are still some things that will cause you problems, but they are less common than expected with the exception of number 3:

  1. A similar fleet with heavier anti-squadron capacity. For instance, there are some who use lots of bone stock ties or interceptors along with Rhymer. It's only blue dice, but it's a LOT of blue dice against ships and squadrons. This gives up some capability vs. all-ship fleets in comparison but is the nightmare matchup for a 3xVic bomber ball.
  2. Demolisher MSU builds. If they have enough screening to keep Demolisher alive for a single turn (and it's likely they also have Instigator to do this), that's what makes this a problem. They will probably come in from the side and absolutely roll a vic in a single turn of shooting while having raiders everywhere in the flanks. You can kill a lot of squadrons quickly with that build also, so this game comes down to positioning.
  3. Mon Mothma ship spam. She's hell for Rhymer with the evades essentially blocking his ability, and she tends to command fast fleets. This is a "nobody will shoot until turn 5 or 6" kind of battle, but they just have to win by one ship.

So having a plan for those and having the right objectives becomes essential.

https://community.fantasyflightgames.com/topic/219421-boston-regionals-aar/?hl=%2Bboston+%2Bregionals

I finished second at the Cambridge (Pretty Much Boston) Regionals. And the pictures show how I deployed and played (with the second being a perfect example of why you should never be overeager with your squadrons).

Now, this wasn't a true test, because the only thing coming close to an MSU list was my third opponent, who only had four ships. And he was kicking himself over his deployment, which took two of his CR90s out of the first two or three turns of the game. But to fly a Vic list well, you have to anticipate and plan ahead more so than normal in a game that requires planning ahead. Not only do you get a single click on the maneuver tool regardless of speed, but you have to plan your commands three rounds in advance if you want to change speed or get an extra click. The best thing you can try to do is keep the majority of your opponent's ships in front of you, or, barring that, the most dangerous.

The first iteration I went with was a Tarkin Rhymerball, but I couldn't make it work effectively. I kept trying to use Ruthless Strategists, thinking I had fifty hull points on my squadrons to play with, but the range was a huge limitation, and the bombers had to stay in too close. I didn't try it with Flight Controllers, but I might for funsies. I will say that Defense Liaison is almost custom made for a Tarkin VSD list. Your free tokens can instantly make you more maneuverable, which I found even more useful than flipping Repair commands.

I do like the current build, though. Mauler and Dengar are great at pulling apart Aces lists, and I personally like two Advanceds over Vader, but could give him another try as well. It reduces the activation count and he benefits more than usual from Flight Controllers.

Reinholt, all good points, and part of the reason I said the Regionals weren't a true test of the list. ISD/VSD, ISD/GSD/RDR, and a Rebel fleet with midrange activation count didn't stretch this list to the limit.

I will say for objectives that Red tends to be the only real objective choice for my opponent. That's nine Command to try and remove from the station, and even blowing up a VSD doesn't earn the objective points back. Superior Positions is a double-whammy. One, you deploy before I do, so that helps to mitigate the maneuverability issue. And two, with Boosted Comms and Rhymer, I will be shooting your rear arc. A lot. Precision Strike, though. . .I only have five Bombers, a free Concentrate Fire token isn't a huge advantage, and I only have three ships to score tokens with.

But Precision Strike really is the best choice for Red with this build. Advanced Gunnery is too easy for your opponent to avoid, Opening Salvo can be nice until you consider that they need to do one damage per ship to get points, and Most Wanted is just. . .terrible with this build.

Maybe next time I'll take Hyperspace Assault. . .because a Vic in your rear arc with three Bombers would be kind of hilarious. . .

I find a 3 VIC, squadrons list as "pretty interesting" but tactics can be hard as you need to be able to turtle effectively and deal with exposed flanks.

Your punch is your squadrons and their ability to deal with incoming threats. At speed 1 or 2, you're not chasing things down, it's chasing you down.

CNinj did a doosey to me w/ 3 VSD carrier commanding 10 squadrons at a store championship. He has a write up about it if you search for "Huntsville" it should pop up.

Its not 3 Vics but I've had success with this fleet

[ EMPIRE FLEET (394 points)
1 • Victory I-class Star Destroyer - Admiral Screed - Assault Proton Torpedoes (104)
2 • Victory I-class Star Destroyer - Assault Proton Torpedoes (78)
3 • Gladiator II-class Star Destroyer - Ruthless Strategists - Assault Proton Torpedoes (71)
4 • Gladiator II-class Star Destroyer - Ruthless Strategists - Assault Proton Torpedoes (71)
5 • TIE Bomber Squadron (9)
6 • TIE Bomber Squadron (9)
7 • TIE Bomber Squadron (9)
8 • TIE Bomber Squadron (9)
9 • TIE Bomber Squadron (9)
10 • TIE Bomber Squadron (9)
11 • Major Rhymer TIE Bomber Squadron (16)

Flying them like this.

V V

G G

I don't rush my glads up. I let ships come to them as most people will try to avoid the 2 front arcs of the Vics.

I make sure I go second so they pick my objectives. Make them come to me. I'll even drop Rhymer if I think people will under bid 394.

I personally really like the 3 VSD build. I've been fairly successful in tournaments.

Things I suggest:

VSD1 - Leave the VSD2 card at home.

SQUADRONS - These to me are the fleet. They are the flexibility that the VSDs do not have. Bring 134 points.

TARKIN - You think he's overpriced until you see the flexibility he gives you with tokens. CF a bad roll, change speed, add a squad (I rarely use repair however.) Tarkin allows you to easily control your squads while using tokens for backup commands.

BOOSTED COMMS- Being able to control your squads at long range is very powerful. I would say this might be the MOST important upgrade needed for the 3VSD fleet.

Battling the DeMSU is the most difficult with this fleet. I've battled to a 1-9, 3-7 and 4-6 against AdmiralYor's DeMSU fleet in three tourneys. That said, I'm not sure any fleet is really exceptional against it...YET.

Edited by CaribbeanNinja

Yeah, I think I might try to go back to Tarkin. He and I were on the rocks for a while, but he apologized and we're doing better. Not great, but better.

yeah, the VSD's a bit rough to make work (Though it's so **** awesome looking :D)

I'd agree with making them carriers. The six dice front arc is nice when you get it, but my titular fickle dice end up making it impossible to have a VSD as a dedicated gunship (leave that to the ISD)

they're not as squishy as some of the forum seem to believe, however, especially if you're not actually flinging them at the opponent. If you send the squadrons ahead and use the VSDs as a sort of picket-fence, you can really screw over your opponent's positioning options

You're going to get sick of me saying it, if you're not already, but just like back in the day when the game came out, if the VSD/rhymerball player is not forced to act on an objective and corner-deploys, you have to play for the 5-5 as the opponent. It's the very definition of dumb to try and plow into cornered VSDs, says the guy who did as much at regionals.

You're going to get sick of me saying it, if you're not already, but just like back in the day when the game came out, if the VSD/rhymerball player is not forced to act on an objective and corner-deploys, you have to play for the 5-5 as the opponent. It's the very definition of dumb to try and plow into cornered VSDs, says the guy who did as much at regionals.

Agreed. And you HAVE to be planning this during deployment! If one small ship gets stuck in boosted comms range it could be toast very easily. That swings it to 6-4 right away.

DrunkTarkin speaks the truth....I've had that happen and shut down my Dodanna Oppressor list.

Now I bring squadrons...lots of squadrons...and objectives that make you move...and a healthy bid.

Holy cow, Fickle is back! Great to see you posting here again!

You're going to get sick of me saying it, if you're not already, but just like back in the day when the game came out, if the VSD/rhymerball player is not forced to act on an objective and corner-deploys, you have to play for the 5-5 as the opponent. It's the very definition of dumb to try and plow into cornered VSDs, says the guy who did as much at regionals.

That is how I approach every Rhymerball list or bomber heavy list.

You're going to get sick of me saying it, if you're not already, but just like back in the day when the game came out, if the VSD/rhymerball player is not forced to act on an objective and corner-deploys, you have to play for the 5-5 as the opponent. It's the very definition of dumb to try and plow into cornered VSDs, says the guy who did as much at regionals.

Agreed. And you HAVE to be planning this during deployment! If one small ship gets stuck in boosted comms range it could be toast very easily. That swings it to 6-4 right away.

You honestly have to know the threat range of the squadrons and the ships. Just like clontroper5 put out that thread on ship threat ranges you have to watch it all. Make sure you don't put yourself into a Rhymerball for 2 turns before getting to attack on turn 4. That is suicidal.

It takes a lot of skill to keep out of Rhymer threat range. You're talking Medium Range plus Long Range, provided you have Boosted Comms. I suppose you could cycle your ships through the threat range (i.e. if I attack Corvette A with my first ship activation, activate Corvette A and fly it out of range to prevent a follow up attack), but then you have multiple ships missing shields/suffering hull damage, and now you have to maneuver back into range before you can attack again. So you would be attacking every other turn. Three rounds of concentrated fire would definitely bring down a VSD, but if you lose one Corvette in the exchange, it's a 5-5 with 24 MoV (assuming IO and TRC on a CR90A). Which is better than a 5-5 Draw, but not by much.

Of course, if you have enough practice, you could double-arc each of those Corvette swoops, which would be more than enough dedicated fire to kill a Motti VSD in one round. But that would take some phenomenal positioning with very little room for error.

It takes a lot of skill to keep out of Rhymer threat range. You're talking Medium Range plus Long Range, provided you have Boosted Comms. I suppose you could cycle your ships through the threat range (i.e. if I attack Corvette A with my first ship activation, activate Corvette A and fly it out of range to prevent a follow up attack), but then you have multiple ships missing shields/suffering hull damage, and now you have to maneuver back into range before you can attack again. So you would be attacking every other turn. Three rounds of concentrated fire would definitely bring down a VSD, but if you lose one Corvette in the exchange, it's a 5-5 with 24 MoV (assuming IO and TRC on a CR90A). Which is better than a 5-5 Draw, but not by much.

Of course, if you have enough practice, you could double-arc each of those Corvette swoops, which would be more than enough dedicated fire to kill a Motti VSD in one round. But that would take some phenomenal positioning with very little room for error.