Vader for Victory

By MandalorianMoose, in Star Wars: Armada Fleet Builds

I recently got back into using victories, and I've got to say I was quite pleased with how they handled with Vader at the helm. He really helps up their damage output at both long and short range, and paired with Intel officer they can put the hurt on enemy ships. My last list was a 2 Vic/raider list with the dengar/howlrunner/interceptor shenanigans. I liked how the Vic's preform with their load outs so much that I decided to go all out with the triple Vic's. Let me know what input you guys have for it. I'm also not sold on objectives, I know contested outpost is in, but I was thinking maybe opening salvo/minefields? Thanks for the advice in advance!

Fleet Summary Page (399 of 400 pts) Faction: The Empire Commander: Darth Vader (36 pts)

Flagship: (91 pts)Victory I-class Star Destroyer (73 pts) Intel Officer (7 pts) Slaved Turrets (6 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 1: (91 pts) Victory I-class Star Destroyer (73 pts) Intel Officer (7 pts) Slaved Turrets (6 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 2: (91 pts) Victory I-class Star Destroyer (73 pts) Intel Officer (7 pts) Slaved Turrets (6 pts) Assault Proton Torpedoes (5 pts)

Squadrons (90 of 134 pts): 6x YV-666 (90 pts)

I like it, it's unique

Slaved turrets are still terrible though...

I would use gunnery team instead because 2-3 extra red dice/a bunch of antisquadren will easily be worth it

Also firlanes is probably better then contested outpost just because it is worth over double (45 per turn vs 20)

Opening salvo is good as any probably

And forming a nice funnel of mines is going to be killer

I like it, it's unique

Slaved turrets are still terrible though...

I would use gunnery team instead because 2-3 extra red dice/a bunch of antisquadren will easily be worth it

See slaved turrets are awesome to me. Ya you only get one attack, but it really helps boost your side/rear arc of you get flanked, and makes your front arc hit like an ISD at range

Slaved turrets also synergizes pretty well with Vader. I only really want to flip one redirect token for a reroll anyway

Say no to slaved turrets, say yes to ruthless strategists.

Also add a couple of tie advanceds or aggressors to hold enemy units in place.

Most wanted. You get the choice of enemy ship. Opening salvo has a painful scoring system for you.

Fire lanes is good, but practice not overlapping the tokens with your ships.

Dangerous territory, obstacles are your worst nightmare. Make them harmless.

Dangerous territory, obstacles are your worst nightmare. Make them harmless.

Say no to slaved turrets, say yes to ruthless strategists.

Also add a couple of tie advanceds or aggressors to hold enemy units in place.

Most wanted. You get the choice of enemy ship. Opening salvo has a painful scoring system for you.

Fire lanes is good, but practice not overlapping the tokens with your ships.

Dangerous territory, obstacles are your worst nightmare. Make them harmless.

Thanks for the tips! Ya I had totally forgotten about the damage scoring for opening salvo, definitely want to avoid that. I will go with most wanted more than likely then. Minefields allows me to place the obstacles as clon pointed out, so I think I'll stick with that one too.

The idea is to not have to rely on squad commands at all, so I guess I could swap one yv for an aggressor to help tie up squads while the YV's go to work.

Dangerous territory, obstacles are your worst nightmare. Make them harmless.

this is why I suggest Minefields as it lets you dictate their placment and where the battle happens

As does dangerous territory to a large extent, but also allows you to predict their attack paths before deployment.

Dangerous territory, obstacles are your worst nightmare. Make them harmless.

this is why I suggest Minefields as it lets you dictate their placment and where the battle happens

As does dangerous territory to a large extent, but also allows you to predict their attack paths before deployment.

Dangerous territory, obstacles are your worst nightmare. Make them harmless.

this is why I suggest Minefields as it lets you dictate their placment and where the battle happens

As does dangerous territory to a large extent, but also allows you to predict their attack paths before deployment.

if you play minefields right you should be able to DICTATE your opponents path

You mean like when I played Biggs list against?

Gaps are too large for mobile fleets

Dangerous territory, obstacles are your worst nightmare. Make them harmless.

this is why I suggest Minefields as it lets you dictate their placment and where the battle happens

As does dangerous territory to a large extent, but also allows you to predict their attack paths before deployment.

if you play minefields right you should be able to DICTATE your opponents path

You mean like when I played Biggs list against?

Gaps are too large for mobile fleets

Also bad example because 1) you lost that game

2)minefields did in fact influence where you went

3) I was running a hyper aggressive fleet that was capable of chasing you down. As opposed to this VSD gunline.

If you were against this gunline you would have either taken a 5-5 or not set up in the back of the deployment like you did

Also you only had 1 corvette make it through the mines. The other 3 ships died in the deployment zone