Best Victory setting

By NairoD, in Star Wars: Armada

Hi guys

I'm looking for best Victory setting with upgreades. My main goal is to produce biggest amount of dices with Victory. I want if to strike hard.

Waiting for replay :)

Edited by NairoD

VSD 1

Dominator

Expanded Launchers

VSD 1

Dominator

Expanded Launchers

... and then Veteran Gunners or Ordnance Experts to make sure it all hits.

biggest amount of dices with Victory. I want if to strike hard.

Victory I-class Star Destroyer - Tactical Expert - Ordnance Experts - Expanded Launchers - H9 Turbolasers - Dominator (118)

6 black dice (+1 with concentrated fire, which you can pull when you need it), 2 blue from title, 3 red = 11 dice. Reroll your blank black results and make sure you use H9 to block brace. Now you just need to get an enemy ship in front arc in close range. Then watch your opponent ship going down in flames.

Currently playing a VSD.

VSD I, Support Officer, Veteran Gunners, Assault Proton Torpedos, Spinal Armament

  • 5 potential red at long range
  • 10 dice with VG to fish for accuracy to put the hit on floatillas (don't forget you can Spend an Acc then rereoll if you are bellow damage)
  • Rerolls for APT fishing, you are looking for 5 average damage if you wiff the APT crit. You might not want to reroll.
  • Prefer APT to all other Ordnance because when they brace/redirect they will take a crit (which can often be devestating) and it cannot be contained
  • As for Ordnance Expert it's hard to say what's better for a VSD overall. I go with VG for long range goodness ( it's actually good with 5 red) Don't forget the 3 rear as well! This is very useful.
  • Support Officer to respond on dime (whether it's commanding squadrons, dumping said squad commands if they go down, change to CF in good postion or Eng in bad ones)

Best setting though? Well there isn't a best per se but this is pretty good...

VSD I, Wulf, Flight Controllers, Boosted Comms.

  • One of the best carriers you can have.
  • Optional upgrades include Titles, Turbolasers but you probablly don't need them. H9 with Warlord, Corrupter and or Enhanced Armament I have used. But I could see myself using Spinal now.
Edited by Trizzo2

Flight Commander is an alternative to Wulff on the carrier VSD, though it does admittedly trade the frankly gigantic control bubble for the knowledge that you will be able to activate four squadrons every turn without fail.

Vsdi, Intel officer, ordnance experts, apt, xi7 .... cuts like a knife, if you can get it on target that is

If the goal is to maximize damage, then I go with

VSD2: Dominator, Needa, Gunnery, SW7, TRC = pocket ISD2

My favorite cost-efficient build is

VSD1: Def Liason, Gunnery, Spinal

VSD 1

Dominator

Expanded Launchers

... and then Veteran Gunners or Ordnance Experts to make sure it all hits.

I'd also add HeavyTurbolasers to that. Far more effective with them on it.

But for greater threat range, I prefer

VSD II

Dominator

Gunnery Team/vet gunners

SW7

Spinal

A good bit more expensive, but 5 guaranteed damage at medium range plus 4 reds and attack twice or reroll.

Just bring enough you dont need to put much upgrades.

I once destroyed the morale of my 17 year old son at the start of a game just by bringing many of these.

When he saw all those large star destroyers being deployed he practically gave up before the game was started :-)

I plan 4 of them with Konstantinos but never use them in role other than carier

Thanks guys for such amount of knowleadge. Now I have to crate fourpipers list ;)

Dominator backed with an Interdoctor.

Admiral Motti

4x VSD1 each with Assault Proton Torpedoes

8x TIE Fighter Squadrons

400 points

You're Welcome

Imagine if VSDs have 2 blue AS dice like when first announced. o.o