Typical Tri-Victory Squadron List (for Regionals?)

By Deadshane, in Star Wars: Armada Fleet Builds

Desire Critique so be brutal if you like....

Empire Fleet (362 of 400 pts)
Commander: Grand Moff Tarkin (38 pts)
Flagship: (77 pts)

  • Victory I-class Star Destroyer(73 pts)
  • Boosted Comms (4 pts)


Fleet Ship 1: (77 pts)

  • Victory I-class Star Destroyer(73 pts)
  • Boosted Comms (4 pts)


Fleet Ship 2: (77 pts)

  • Victory I-class Star Destroyer(73 pts)
  • Boosted Comms (4 pts)


Squadrons (131 of 134 pts):

  • 1x Major Rhymer Tie Bomber Squadron (16 pts)
  • 1x Tie Bomber Squadron (9 pts)
  • 1x Punishing One - Dengar (20 pts)
  • 2x Firespray-31 (36 pts)
  • 1x Slave I - Bobba Fett (26 pts)
  • 3x Tie Fighter Squadron (24 pts)


Objectives: Precision Strike , Contested Outpost , Superior Positions

I wasn't sure if I wanted a Fireball or standard Rhymerball, so I went something in between.

I've got 9 squadrons so I'm thinking of using Tarkin more for maneuvering speed/CF/repair.

Tell me what you all think. I know there has been a little conversation on Tri-Victory lists. Hopefully, this looks effective.

For the record, SWAFT doesnt add in the price of the commander to the top fleet total. This list is 400pts on the nose.

Looks alright to me, nothing in it packs a massive punch by itself, but they're all going to add up a couple of damage at a time.

I like the objective choice, nothing in there stands out as the one your opponent will be forced into taking but that's fine because they all work for you.

5 bombers and 3 ships for Precision Strikes.

9 command for Contested Outpost

9 squads including Rhymer for Superior Positions

Since you're a bomber fleet anyway you're probably happy enough with second player and the chance to use your objectives.

No Wing Commanders or Liasons so like you said, Tarkin can hand out the repair tokens to keep you standing while the dials deal with the squads.

Think the trick will be being able to anticipate where fast fleets (Gladiators, Raiders, MC30s and CR90s) are going to try going so you can put your squads in place to catch them. But of course Rhymer helps out with that a lot anyway.

You should consider trading the 3 ties for 2 tie advanced. This does not hurt your deployment numbers, and it can be used to protect your Rhymerball/Dengar. For a bit.

I've been running 3 VSD bomber lists for a while now. Here are some thoughts I've had:

1) Tarkin is great, but your list won't capitalize on his ability. A lone Repair token will only bring one shield back up, and by the time you need to repair, one shield won't save you. Squadron tokens can allow each ship to activate four squadrons when coupled with a dial, but you have nine squadrons, so your ships can activate all of them (including your Rogues) without them. Another thing that helps VSDs with Tarkin is Defense Liaisons or Weapon Liaisons. I've found that I generally have some excess tokens by turn three or four, so sacrificing one of those to get the command I need can be a huge boon.

2) Definitely take some Escorts, so TIE Advanceds or Vader. As your list stands, two TIE Interceptors can swoop in from Range 5 away and kill Rhymer in a single activation. Now you've lost Intel and your bombers can be pinned down. It doesn't matter if your opponent destroys them at this point, because they're not doing what they were designed to do.

3) Winning the squadron battle is key to a successful bomber build. You want your bombers attack as often and as long as possible. If your anti-squadron contingent goes down, they'll be coming after your bombers next, and one or two rounds of bombing runs isn't enough to push through enough damage (unless you have a TON of bombers, and I'm talking eight or so).

Personally, I dropped Tarkin for Motti. I couldn't build a squadron force I liked that needed the additional squadron tokens from Tarkin. The group I ended up with was:

4 x TIE Bombers

Major Rhymer

Dengar

2 x TIE Advanced

Mauler Mithel

IG-88

It's ten squadron activations, but one is IG-88 with Rogue, so worst case scenario they can all move and attack every round. The anti-fighter squadrons can also help against ships, because Dengar, IG-88 and the TIE Advanceds all throw black dice. Two of my Vics have Flight Controllers for a better alpha strike against enemy squadrons, and all have Boosted Comms.

I'm not sold on Boba Fett, personally. He does his free point of damage when he activates, so he already has to be at Range One of something for it to take affect. And against ships, it just deals a point of damage and your opponent can choose which arc takes it, meaning it will likely never strike the hull. Not saying he's bad, per se, just I personally haven't been sold on using him.

VSD Carrier Build


Faction: Galactic Empire

Points: 399/400


Commander: Grand Moff Tarkin


Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions


[ flagship ] Victory I-Class Star Destroyer (73 points)

- Grand Moff Tarkin ( 38 points)

- Corrupter ( 5 points)

- Flight Controllers ( 6 points)

- Boosted Comms ( 4 points)


Victory I-Class Star Destroyer (73 points)

- Flight Controllers ( 6 points)

- Boosted Comms ( 4 points)


Victory I-Class Star Destroyer (73 points)

- Flight Controllers ( 6 points)

- Boosted Comms ( 4 points)


1 Dengar ( 20 points)

4 TIE Interceptor Squadrons ( 44 points)

1 Major Rhymer ( 16 points)

3 TIE Bomber Squadrons ( 27 points)

Again, the lack of Escort leaves Dengar painfully exposed. This list has a very nice alpha strike, and Counter 3 is nice, but there's no reason to attack the Interceptors until Dengar is dead (which won't take long).

Also, in a Regionals setting, you're likely going to see Imperial Aces or Rieekan Aces (I was surprised that I did not see a full version of either one). Against Rieekan Aces, your alpha strike will be dumped into Wedge or Luke and kill only a single fighter, then they will kill Dengar and your squadrons are pinned. Against Imperial Aces, your first three Interceptors will have to attack Vader, suffer a point of damage from Soontir Fel, and likely another point of damage from Vader's counter, meaning Mauler Mithel simply moving next turn kills three of your squadrons. And while Flight Controllers can help Bombers in a squadron battle, every turn you need to use it on Bombers is a turn they're not performing their primary function, which is a win for your opponent.

Edited by reegsk

If you are going to run that many rogues, you may as well have a flanking demolisher instead of a third vsd,......