Speed 3 VSD

By Hamanu1, in Star Wars: Armada

If I wanted to make the VSD more useful in custom games how many points should it cost to have the maneuverability of an ISD?

+8?

A really cool VSD would be a support ship. Instead of a weapons team it has a support team slot and a lowered armament. Maybe 3 red, 1 black on the nose, 1/1 on the sides and one black on the back. An improved anti squad would be nice too. Not sure on a fair price though, maybe 76 for a 1 and 88 for a 2. Call it a scout Vic.

Speed isn't the issue for the Vic, its the clicks.

Once it can keep things in the front arc, it punches well for the cost.

Potentially you could proxy the new commander Moff JJR as an non-unique officer instead of admiral. I would cost him at around 7 points.

Both are good ideas!

The Vic I is a slow-floating missile carrier. Thats fine with me.

Vic II should get a support team slot. Thats all whats needed to build a bridge to the ISD.

Edited by TheRealStarkiller

The Vic I is a slow-floating missile carrier. Thats fine with me.

Vic II should get a support team slot. Thats all whats needed to build a bridge to the ISD.

Would also explain the silly big price jump.

VSD IIs do need a price check.

Engine techs or projection experts would indeed make the VSD quite usable, either as gunships or support ships.

Sadly, I am a big fan of the VSD itself - but I never use the VSD II - there is no real reason why to pay the point tax to get there.

Engine Techs would be needed to make a difference. But then somebody would argue that VSD II would be overpowered.

Support team slot can fix both issues.

Guys. Try it with the new slowing mechanics. Seriously.

I played VVInGz/Konnie the other day against an AF2 carrier fleet that would've wrecked VSDs alone. Interdictor tricks and Konnie seriously help with getting those VSDs into range.

Guys. Try it with the new slowing mechanics. Seriously.

I played VVInGz/Konnie the other day against an AF2 carrier fleet that would've wrecked VSDs alone. Interdictor tricks and Konnie seriously help with getting those VSDs into range.

Thats probably one of my main thoughts about picking up an Interdictor. But then again I'd use VSD I

Guys. Try it with the new slowing mechanics. Seriously.

I played VVInGz/Konnie the other day against an AF2 carrier fleet that would've wrecked VSDs alone. Interdictor tricks and Konnie seriously help with getting those VSDs into range.

Thats probably one of my main thoughts about picking up an Interdictor. But then again I'd use VSD I

Won't argue there, that's what I did.

Guys. Try it with the new slowing mechanics. Seriously.

I played VVInGz/Konnie the other day against an AF2 carrier fleet that would've wrecked VSDs alone. Interdictor tricks and Konnie seriously help with getting those VSDs into range.

Thats probably one of my main thoughts about picking up an Interdictor. But then again I'd use VSD I

Won't argue there, that's what I did.

Thats perfect.

Still, I'm arguing that the VSD II need to get access to Engine Techs.

Maybe they can come out with another campaign with new ship variants.

Corellian Conflict paved the way for exactly such upgrades. They can add new ship cards in future "cards only" expansions or a simple title that would give it a support team would solve the problem.

That way they can make rebel Star Destroyers, experimental/scout VSDs, Tectors and so on without the need to buy more minis. Of course, since they're a business in it for the money they package them in a campaign and sell it to us for $30 and everyone's happy.

Maybe they can come out with another campaign with new ship variants.

Beat me by a minute :D

The VSD1 gets no play on my table and its rare in the local meta. Slow and short range is a concept best saved for off the table I find. I’ve always felt the VSDII is priced right, and the VSD1 should be cheaper.

After all... we'll need new ship titles.. The ISD Chimaera for Thrawn, for example ;)

My gripe is, I have 2 ISDs and I cannot find a good enough reason not to field both. :)

And with the new light cruiser perfectly suited to cover the ISD's flanks the VSD will be even further relegated to the "not really useful" category.

Edited by Hamanu1

The VSD1 gets no play on my table and its rare in the local meta. Slow and short range is a concept best saved for off the table I find. I’ve always felt the VSDII is priced right, and the VSD1 should be cheaper.

And its statements like these that makes things interesting...

By the very fact that there is a dissenting view, means that statements are most probably local-meta based, and thus, until such time as a "global meta" develops, if it ever develops, such things - Good, Bad, Overcosted, Undercosted, etc, will remain just that - Local.

I'm hoping to see a VSD refit with a three-move at 0-1-0 clicks. I want to be able to deploy my fleet spread out, and converge on whatever place the rebels make vulnerable.

The VSD was always noted as being slow in sub-light speed. They see wide spread use in my area, with good success. With wave 3/4 being introduced there are several ways to support my slower Victory Class vessels and keep them in the fight. As a matter of fact a VSD-I makes up my core combat ship within my fleet which has done quite well as of late. Doesn't need an upgrade, just a change in tactics and thinking.

Edited by Wes Janson

I would still love to see a VSD II with a support team slot.

I'd only stick Fighter Coordination Teams in there....