VSDs - Fighter heavy

By LordStroyer, in Star Wars: Armada Fleet Builds

Here is my build, I'm gonna test in a casual tournament. Appreciate thoughts and critiques. Shall i stay with BC or get jamming field and another bomber? Is there enough AA-firepower to deal with a standard "ryhmer counter"? Shall I switch the Instigator to a naked Glad? Concerning objectives, fleet ambush could work against low ship bulids very well but loses its potential against flimsy fleets.

Fleet Summary (400 of 400 pts)

Faction: The Empire

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: (56 pts)

Raider I-class Corvette (44 pts)

Instigator (4 pts)

Agent Kallus (3 pts)

Assault Proton Torpedoes (5)

Fleet Ship 3: (31 pts)

Gozanti-class Cruisers (23 pts)

Bomber Command Center (8 pts)

Squadrons (121 of 134 pts):

3x Tie Advanced Squadron (36 pts)

5x Tie Bomber Squadron (45 pts)

1x Major Rhymer Tie Bomber Squadron (16 pts)

2x JumpMaster 5000 (24 pts)

Objectives: Precision Strike , Contested Outpost , Superior Positions

Is there enough AA? No.

You have 11 Squadrons, 8 Squadron Command on x2 VSD with a Raider maybe being able to do 2 (but probally not wanting to squadron command expect on the occasional turn). Since you have no Rouge you want enough squadron command to activate all of them.

- 2 Jump master + Dengar (it costs less)

-2 Tie Advanced + Darth Vader (costs less)

+2 flight controllers. Your bombers will carry the anti ship matchups. You need to plan for the anti squadron. Vader 'counts' as a bomber. He can roll a Crit/Hit against a ship and devestates squadrons. Dengar will help the 7 other squadrons with counter. Combined with Vader, 8 extra flight controller dice, Dengar counter, you are far more potent.

Dont play Fleet Amush with this list. Someone will drop Mon Karen/ISD/another ship and kill a VSD per turn. They will also drop their squadrons and start fighting yours on turn 1 or 2 negating the advantage of Rhymer.

vsds fighter heavy

Faction: Galactic Empire
Points: 400/400

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)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
= 121 total ship cost


Victory I-Class Star Destroyer (73 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
= 83 total ship cost


Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 60 total ship cost


Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

1 Major Rhymer ( 16 points)
1 Darth Vader ( 21 points)
1 Dengar ( 20 points)
1 TIE Advanced Squadron ( 12 points)
4 TIE Bomber Squadrons ( 36 points)

Edited by Trizzo2

Many thx Trizzo2, is see your point. Dengar and Vader would bee awesome. Although, by loosing the 2nd intel, my fighters will get stuck quite easily. Thats my main concern. Did you ever experienced Instigator and Agent Kallus beeing worth their points?

Intel covers a very large bubble. Distance one for a squadron is very long! Try it and see. I never need more than one and I have dropped down to just a vanilla Jump Master! Don't overextend into the enemy side of the board. Try to stay at max range of the enemy movement. This way they cannot pin your squadrons by getting around and behind you in multiple spots. This is hard to pull off with Rhymer.

I have used Instigator and it is very good but must have some type of squadrons around so it isn't killed quickly. This way Instigator pins enemy squadrons and they cannot move at all (even with Intel/Grit) and your squadrons abosrb the damage that Instigator would be taking.

I am yet to try Agent Kallus but I have him on paper lists. He is totally fine for the points cost but he has better synergy with Impetuous so he can add an extra dice to the attack...but Instigator is a much more impactful title...hmmm. Hard to say try both see what works. Personally I fine with Kallus on Instigator because of how good a well played Instigator can be. With the right squadron mix you can easily pin a massive bomber ball for a couple of turns. This couple of turns saves a Large Ship.

Edited by Trizzo2

Why is Dengar so good in a setup with no squads with swarm? I mean, he's not bad or anything, but you don't get any mileage out of his special ability. Kind of waste really. Better with 2 Intel sources maybe?

I fear, if my oponents moves like this:

Q: Can you move a squadron to engage an enemy squadron, measure to make sure it is/isn't engaged and adjust the final position of the squadron as required?

A: If you clearly communicate your intent to your opponent and can quickly get your squadron in its intended position, this is reasonable. Your opponent is free to call the judge/TO over if the process seems to be taking too long (slow play) or if it seems like your intended position wasn’t clear.

then a simple A-Wing screen will probably grind my Fighters to death - therfore two intel-bubbles...

Why is Dengar so good in a setup with no squads with swarm? I mean, he's not bad or anything, but you don't get any mileage out of his special ability. Kind of waste really. Better with 2 Intel sources maybe?

What Special Ability do you mean?

Intel - Granted, doesn't matter who you are.

Swarm - He has it, he doesn't care if anyone else has it.

Additional Counter - Granted, doesn't matter who you are...

Sure, You get more out of the Additional counter if you can also Reroll that Blue Die... But its hardly "not getting any mileage" out of it....

If you only come with 2 escorts (Vader & 1 other advanced as suggested) then I will kill your Rhymer EVERY TIME with my first fighter strike. The gemoetry of only 2 escorts suggests that you cannot protect him. Can your planned attack function without him? if so, then no worries. Then again, my fighter cover setup is made to kill Rhymer & most people aren't playing multiple speed 5 interceptors to accomplish this as easily so it is likely not a prevalent threat if you maneuver your ball at maximum range as Trizzo2 suggests.

I absolutely agree that Dengar is enough. If things get tough, you can always move the squadrons he frees with intel, then move him to cover other enemies & allow your others to move. This leaves him out there all alone, but abuse his Scatter (blow it all if you have to) to just keep him alive a couple of rounds, then the battle is over anyway. Also, you can always intel your bombers away (using the Dengar double bubble) & leave your Advanced behind to occupy his A wings... Now he is caught up in your advanced unless he has his own Intel.

Green Knight: Dengar is good because he gives all of your your bombers & advanced counter 1. That, plus the 2 defense tokens are worth the 8 points. I believe you were thinking Howlrunner's ability...??

I wouldn't worry about being short a couple of squadron commands: once you lose a couple of squads it won't matter. Sometimes you just sit there and shoot anyway. Other times you can move your INTEL ship or an ESCORT during squadron phase & be fine. It is very rare that I need full squadron activations for more than 1 round... fighters die pretty quickly.

Edited by SirDave

I wouldn't worry about being short a couple of squadron commands: once you lose a couple of squads it won't matter. Sometimes you just sit there and shoot anyway. Other times you can move your INTEL ship or an ESCORT during squadron phase & be fine. It is very rare that I need full squadron activations for more than 1 round... fighters die pretty quickly.

which leads to...

do i really need tarkin?

in my idea the vsd will try to avoid combat as best as they can, unless favourable circumstances. just finishing... But if i get some heavy hits, motti also won't increase their survivability that much...

I always want to run Tarkin... I can just never seem to justify his cost to myself. To that end I will never tell someone to not use him; I want to see him on the board, just can't convince myself. You do have 4 ships, so at least you get some real tokens out of it. Free repair tokens every round is a good thing, that's a free shield every round to the VSD's.

Maybe Tagge is your answer instead of Motti? Get that Goz Scatter & VSD Braces back if they get burnt up preventing damage in turn 2 or 4. Also it frees up 13 more points... just stick it in your initiative bid if you like your list and go first.

Also, play around with ranging on the mat and see if you really need Boosted Coms with Rhymer's range to hit your targets or if it is just a luxury that good maneuvering & squadron placement can overcome.

My favorite thing about this game is that there is no "right" answer (there are wrong ones though, like Tactical Experts on a Gonzati)... against one enemy fleet, a certain list works great, but there is always one that can kill yours. Hope you draw the best match up for your fleet & objectives (likely YOUR objectives will be played as your bid is 0, so make sure you can win them). for practice, sometimes my friend & I make fleets then draw a random objective and just play it... just for a crazy challenge of "you never know what you are going to get" and extra bonus of throwing the obstacles up and letting them fall randomly.

With this many fighters I would replace the boosted Comms with expanded hangar bay

Many thx for the imput so far. I fixed some issues and will try the best with this one:


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: (51 pts)

Raider I-class Corvette (44 pts)

Instigator (4 pts)

Agent Kallus (3 pts)


Fleet Ship 3: (31 pts)

Gozanti-class Cruisers (23 pts)

Bomber Command Center (8 pts)


Squadrons (126 of 134 pts):

1x Darth Vader Tie Advanced Squadron (21 pts)

1x Punishing One - Dengar (20 pts)

5x Tie Bomber Squadron (45 pts)

1x Major Rhymer Tie Bomber Squadron (16 pts)

2x Tie Advanced Squadron (24 pts)


Objectives: Precision Strike , Contested Outpost , Superior Positions


Hopefully, I will not regret leaving flight controllers at home...

I seriously dislike any squad based build that only has 3 ships. Too easy for you to get tabled with 130+ points of squadrons sitting on the table.

I seriously dislike any squad based build that only has 3 ships. Too easy for you to get tabled with 130+ points of squadrons sitting on the table.

That has objectively never happened to me... With 2 or 3 Ships Squadron lists.

That has objectively never happened to me... With 2 or 3 Ships Squadron lists.

Hey dras, may u post one of your lists - especially a victorious one... ;)