List critique: the victordictor

By Marauder1983, in Star Wars: Armada Fleet Builds

Here is a list I a. Thinking about for tournaments and I want all you other armada junkies to tear it apart and help me find the flaws. The concept is to control movement, the fighters are throw away assets to tie up my opponents squadrons and kill any ship with Intel so I can go back to teeing up the squadrons again. The engineering captains are there to combat possible slicer tools. I had wolf in the first iterations but if my dial on the Interdictor is getting messed with it wont help to support the Vic's.

With constant repair dials I can repair 25% of the Vic's hull point per turn and replace two shields courtesy of the Dictor. So let me have it!

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The victordictor

Faction: Galactic Empire

Points: 389/400

Commander: Admiral Konstantine

Assault Objective: Advanced Gunnery

Defense Objective: Fleet Ambush

Navigation Objective: Dangerous Territory

[ flagship ] Interdictor-class Combat Refit (93 points)

- Admiral Konstantine ( 23 points)

- Interdictor ( 3 points)

- Engineering Captain ( 6 points)

- Projection Experts ( 6 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Leading Shots ( 4 points)

- G-8 Experiemental Projector ( 8 points)

= 149 total ship cost

Victory I-Class Star Destroyer (73 points)

- Engineering Captain ( 6 points)

- Ordnance Experts ( 4 points)

- Phylon Q7 Tractor Beams ( 6 points)

- X17 Turbolasers ( 6 points)

- Assault Proton Torpedoes ( 5 points)

= 100 total ship cost

Victory I-Class Star Destroyer (73 points)

- Engineering Captain ( 6 points)

- Ordnance Experts ( 4 points)

- Phylon Q7 Tractor Beams ( 6 points)

- X17 Turbolasers ( 6 points)

- Assault Proton Torpedoes ( 5 points)

= 100 total ship cost

5 TIE Fighter Squadrons ( 40 points)

Point bid it to ensure going first

Englishpete made a similar list. I think I warned him about trying for the black range since that seems to be a focus.

Xi7's will be marginally useful I think unless you get into black range and even then, really only out of your front arc.

Be careful, a single Glenn. Ship lost will immediately throw you into a 7-4 loss scenario and if you are using TIE Fighters you may be giving more points away. Watch out for people baiting your ties since you likely won't be commanding them losing all of them will but you at a disadvantage fast.

Something else that came to me. You are going to have issues trying to keep each VSD alive. I would look at Arensko I believe is the Imperial officer. The one who gives you a token when another ship reveals a dial, he is an exhaust but it helps.

On the ties: I planned on holding them in reserve behind the Vic's till I need to two one or two into the middle of my opponents fighters.

The officer change is possible but I don't want to lose the defense against the slicer tools. It's a tricky situation I agree. In the last game I used konstantine to bring the enemy targets into range then stop them with tractors and g8's. The tractors ar also the defense against pesky small base ships that want to zip around at long range. The Reds out of the sides of the Vic's and the Interdictor might be enough for the cr90's. The nebs still need to point at me more or less to get their shots in

So the Vics are overupgraded strongly, so the question is what can bring down a hard engineering victory?

Burst Damage!

You need targeting scramblers on the Interdictor, and you really dont need leading shots on that ship, or the combat refit version.

I personally tend to find that squadrons with scatter tokens survive a lot longer than squadrons with 3 hull, but thats your call.

So you are saying Dictor supression with scrams and g8, minus leading shots. And swap the ties for sooner, mauler, and howl runner.

Brings the list to 396

Edited by Marauder1983

You can afford to lose tractor beams on the interdictor if you want the bid back. If my presumption is right, that the VSD's flank either side, then those tractors will catch the enemy easily.

I was flying the other night in a reverse arrow head, using the doctors tractor to get ships close to the Vic's, then using the Vic's tractor to get the ones farther out.

On a side note, for clarification. Projection experts and can only transfer a max of 2 shields per turn, not 2 per ship per turn. It is not specific in the wording. Just that I can spend up to two engineering points to transfer two shields to a friendly ship. I thought I might be able to spend two points per ship to spread the joy across the fleet. I don't have a lot of experience with the card so I need to ask

On the ties: I planned on holding them in reserve behind the Vic's till I need to two one or two into the middle of my opponents fighters.

The officer change is possible but I don't want to lose the defense against the slicer tools. It's a tricky situation I agree. In the last game I used konstantine to bring the enemy targets into range then stop them with tractors and g8's. The tractors ar also the defense against pesky small base ships that want to zip around at long range. The Reds out of the sides of the Vic's and the Interdictor might be enough for the cr90's. The nebs still need to point at me more or less to get their shots in

If you are engineering then you are not navigating. At that point someone with slicer tools is going to mess you up. You will try to turn this herd to catch up but either one interdictor will never have a navigate and forever be at speed 2 and thus out of the battle or you wont get enough clicks to catch your target. even if you did catch your target there is no garentee they will not just joust with you at long and medium range where most of your upgrades wont help you.

You are well set to take on a medium or small ship list but a Dual Liberty list and you may find you have more problems since you will never get rid of their Navigate tokens.

On a side note, for clarification. Projection experts and can only transfer a max of 2 shields per turn, not 2 per ship per turn. It is not specific in the wording. Just that I can spend up to two engineering points to transfer two shields to a friendly ship. I thought I might be able to spend two points per ship to spread the joy across the fleet. I don't have a lot of experience with the card so I need to ask

Well the ship using the Projection Experts has to be the one spending the Engineering points and you dont keep points beyond the time you get to spend them so it is just a once per that ships activation.

On a side note, for clarification. Projection experts and can only transfer a max of 2 shields per turn, not 2 per ship per turn. It is not specific in the wording. Just that I can spend up to two engineering points to transfer two shields to a friendly ship. I thought I might be able to spend two points per ship to spread the joy across the fleet. I don't have a lot of experience with the card so I need to ask

Well the ship using the Projection Experts has to be the one spending the Engineering points and you dont keep points beyond the time you get to spend them so it is just a once per that ships activation.

What Lyraeus was attempting to say is, Yes, you can only transfer two shields per turn, not two per ship.

Lyraeus, take the time to think about what you actually want to say, that was just gobbledegook you wrote. True, but not answering the question that was asked. And indeed if the question was "why?" you did a poor job of explaining the one resolution of the engineering command per turn rule. I say this because I have seen you do far better, but this just looked rushed and shoddy.

On a side note, for clarification. Projection experts and can only transfer a max of 2 shields per turn, not 2 per ship per turn. It is not specific in the wording. Just that I can spend up to two engineering points to transfer two shields to a friendly ship. I thought I might be able to spend two points per ship to spread the joy across the fleet. I don't have a lot of experience with the card so I need to ask

Well the ship using the Projection Experts has to be the one spending the Engineering points and you dont keep points beyond the time you get to spend them so it is just a once per that ships activation.

What Lyraeus was attempting to say is, Yes, you can only transfer two shields per turn, not two per ship.

Lyraeus, take the time to think about what you actually want to say, that was just gobbledegook you wrote. True, but not answering the question that was asked. And indeed if the question was "why?" you did a poor job of explaining the one resolution of the engineering command per turn rule. I say this because I have seen you do far better, but this just looked rushed and shoddy.

Bleh. . . .You are right. . .

So when you use a command, you can activate an effect that requires that type of command to be spent. Engine Techs, Engineering Teams, Projection Expert are just a few (most of them?). You can only use this effect once like Engine Techs and you may spend up to 2 Engineering points to move up to that many shields to 1 ship.

So the ship with Projection Experts is the only one allowed to trigger that ability just like a ship with Engine Techs is the only one allowed to trigger that ability.

Rules wise:

Under Effects and Timing on page 5 of the Rules Reference Guide 3rd bullet on the right:

• Effects with a command icon as a header, such as “M:,” can be resolved once while the ship is resolving the matching command.

I took this list and stripped the Victories and managedo to fit my semi-ultimate fireball of Rhymer, Boba Fett, Vader, Dengar, and two fire sprays. Downside is that the Vics are naked

This is where I am at with a balance of control and damage. My other test list is all about crit fishing, but I think this is closer to what you are looking for. You could change Expanded Launchers with Assault Concussion Missiles and add another Aggressor.

Konstantine's Strike Team
Author: Englishpete

Faction: Galactic Empire
Points: 395/400

Commander: Admiral Konstantine

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

Victory I-Class Star Destroyer (73 points)
- Ordnance Experts ( 4 points)
- Heavy Turbolaser Turrets ( 6 points)
- Expanded Launchers ( 13 points)
= 96 total ship cost

Victory I-Class Star Destroyer (73 points)
- Ordnance Experts ( 4 points)
- Heavy Turbolaser Turrets ( 6 points)
- Expanded Launchers ( 13 points)
= 96 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- G-8 Experiemental Projector ( 8 points)
- Targeting Scrambler ( 5 points)
= 129 total ship cost

1 Boba Fett ( 26 points)
3 Aggressor Assault Fighters ( 48 points)

Victory I-Class Star Destroyer (73 points)

- Ordnance Experts ( 4 points)

- Heavy Turbolaser Turrets ( 6 points)

- Expanded Launchers ( 13 points)

= 96 total ship cost

^^ This VSD build makes me happy :D

The Vsd I'm playing around with now has Sensor Teams, Quad Turbos and Warlord. The pinpoint damage coming out of this thing is pretty good in Vic 1 or Vic 2 varieties.