IVV Corellian Conflict Edition

By ianediger, in Star Wars: Armada Fleet Builds

IVVVader

Author: ianediger

Faction: Galactic Empire

Points: 399/400

Commander: Darth Vader

Assault Objective: Most Wanted

Defense Objective: Contested Outpost

Navigation Objective: Dangerous Territory

Imperial I-Class Star Destroyer (110 points)

- Relentless ( 3 points)

- Skilled First Officer ( 1 points)

- Veteran Gunners ( 5 points)

- Heavy Turbolaser Turrets ( 6 points)

= 125 total ship cost

[ flagship ] Victory I-Class Star Destroyer (73 points)

- Darth Vader ( 36 points)

- Tactical Expert ( 6 points)

- Slaved Turrets ( 6 points)

= 121 total ship cost

Victory I-Class Star Destroyer (73 points)

- Tactical Expert ( 6 points)

- Slaved Turrets ( 6 points)

= 85 total ship cost

Gozanti-class Cruisers (23 points)

- Expanded Hangar Bay ( 5 points)

- Jamming Field ( 2 points)

= 30 total ship cost

1 Captain Jonus ( 16 points)

1 TIE Advanced Squadron ( 12 points)

1 Gamma Squadron ( 10 points)

Yes, I know, X17 would be better on the ISD, but I don't own any. I have also had success with ST Victory's, but they suffer from lack of dice manipulation. Enter Vader and Jonus.

Edit: woops, wrong list. Getting it now...

Edit2: Correct list now.

Edited by ianediger

What success have you had with st vics?

Usually as snipers, hanging back in red range for as long as possible. I've gotten close to one-shotting corvettes - as long as the dice are on my side, which is their main weakness. Hence, Vader to help balance out the bad rolls.

How often are you left wishing you could shoot twice over getting the one extra die?

How often are you left wishing you could shoot twice over getting the one extra die?

I have been dying to try VSD's with Slaved Turrets, simply because VSD's lack of maneuverability means you rarely get more than one hull zone on target. Getting an extra die in any direction seems useful. Also, their Anti-Squad is terrible (unless you run the H9+Overlord combo)

How often are you left wishing you could shoot twice over getting the one extra die?

Not very often. Sure, there are some times I wish I could, but if for some reason something has made it out of your front arc, and you can't turn enough to catch it again, you need to get the vics out of there, because whatever you missed isn't going to miss you.

This list goes all-in on one big, devastating shot per ship per turn, because it looks at the VSD's lack of maneuverability and gives up on ever improving it. But we're about a month away from Moff Jerjerrod, who will fix all that. I think the question is: Could this be better by trading Vader for Mister J? What about three VSDs, who can all turn better, with Gunnery Teams instead of Slaved Turrets?