2-1 triple victory list

By Joshualarue46, in Star Wars: Armada Fleet Builds

This is a list I have been playing with since the imperial light cruiser has come out. The 90 degree turn with a victory is amazing and CR-90s not going full speed hate it. The maneuverability of these Vic's is scary good.

Objectives

- short range intel scan

- hyperspace assault

- mine fields

Commander

- Moff Jerjerrod

Vic II- flagship

Expanded hangar bays

Flight controllers

Support officer

Vic II

XI7 turbolasers

Leading shots

Intel officer

Vic I

Assault proton torpedoes

Ordnance experts

Minister Tua

Electronic countermeasures

4x TIE Fighters

2x TIE Interceptor

2x TIE Phantom

How do the Vics hold up with no form of hull regen?

How do the Vics hold up with no form of hull regen?

VSDs are surprisingly sturdy. I have found the need to plan for an engineering command about turn 3 or 4, though to get the shields back up.; YMMV

I always use an engineering command first turn and bank the token Donny turn 3-4 when I use the command again I can discard 2 damage cards or regain 3 shields. They are sturdy ships that lacked maneuverability but now with jerjerrod for 1 shield you can turn completely around in 2 turns.

How's the fighter load work out? Only 4 activations unless you spam squadron commands for everyone. Also are the Phantoms useful?

5 blue anti squadron with flight controller and 2 red anti ship are fantastic. Cloak is amazing too. Although more squadrons would be nice.