So how exactly do you manuver Victories correctly anyway?

By clanofwolves, in Star Wars: Armada

So. any point in playing multi Vic fleets?

Yes. They're a solid chunk of hull for the cost but they become extremely cost-ineffective if they're over-upgraded. This is true of just about every ship in the game but particularly true of VSDs.

Anyone tested Moffy JJ? How's he?

Amazing. Speed 2 VSDs perform like entirely different ships. It needs to be seen to be believed. Minister Tua also helps a lot with a defensive retrofit available to one VSD (usually the flagship if you're going without an ISD).

What do people use VSDs for instead of ISDs or Gozantis (squadrons. sigh)?

What do people use VSDs for instead of ISDs or Gozantis (squadrons. sigh)?

VSDs are basically pocket ISDs. You can field a lightly upgraded VSD and an Arquitens for the same cost as a Christmas tree ISD-II and the two support one another well. Squadrons 3 is respectable enough to pitch in on Squadron commands for the initial dogfighting turn and situationally afterwards. It really depends on the commander, though, as to exactly how they're best outfitted.

I wanted to add one more thing and that is because VSDs are so bad at turning (unless Jerrjerrod) their deployment is super important. It's very difficult to correct for bad deployment in those circumstances. I find a lot of people deploy their VSDs centrally where they are easily flanked by faster ships going to either side. VSDs deployed more towards the flanks can often use the table edge to refuse a flank, making them much easier to use. They're also good when used as support for your other ships - they are good at presenting another threat vector when combined with an Arquitens or for being an understudy to an ISD, keeping its flank safe.

The main benefit of a VSD is you get a lot of dice and hull for a manageable price. The main downside is their speed and maneuverability are poor. You need to deploy wisely and use teamwork with your other ships to manage their downsides and get the best use of their upsides.

Just get the Imperial Light Cruiser expansion. Maybe another Rebel ship to balance out.

What do people use VSDs for instead of ISDs or Gozantis (squadrons. sigh)?

VSDs are basically pocket ISDs. You can field a lightly upgraded VSD and an Arquitens for the same cost as a Christmas tree ISD-II and the two support one another well. Squadrons 3 is respectable enough to pitch in on Squadron commands for the initial dogfighting turn and situationally afterwards. It really depends on the commander, though, as to exactly how they're best outfitted.

I wanted to add one more thing and that is because VSDs are so bad at turning (unless Jerrjerrod) their deployment is super important. It's very difficult to correct for bad deployment in those circumstances. I find a lot of people deploy their VSDs centrally where they are easily flanked by faster ships going to either side. VSDs deployed more towards the flanks can often use the table edge to refuse a flank, making them much easier to use. They're also good when used as support for your other ships - they are good at presenting another threat vector when combined with an Arquitens or for being an understudy to an ISD, keeping its flank safe.

The main benefit of a VSD is you get a lot of dice and hull for a manageable price. The main downside is their speed and maneuverability are poor. You need to deploy wisely and use teamwork with your other ships to manage their downsides and get the best use of their upsides.

Into the new world of less Ackbar Wave2, do we still find Vics (with or without Tua ECM) to be easy to kill?

They were laughably easy in Wave2 so much that they were the worst ship to keep alive for their cost.

Does anyone use the Evade defense token crew on a VSD?

Would you ever make lists with 2 VSDs? I have two of the poor unplayed babies.

for VSDs outside the starter set:

they have been performing consistently. its not just about jerjerrod.

-they are good carriers.

-they have good hullpoints for their cost.

-they have solid shields and defense tokens.

...just dont use them as overupgraded gun platforms. i'd say keep them at cost 90-100 points max. trying to go all "vsd2 +xi7 + intel officer + gunnery team" on them wont work IMHO, vics pay their points back by herding the enemy and doing spike damage in one turn.

i havent run more than 1 in a list, but tons of 2016 regionals data showed dual viclists dominate (as rhymerball-pushers that could finish you off if you dared approch the carriers), and in wave 5 they have even more tools.

wild idea:

VSD-1

admiral chiranau, rapid launch bays, ordnance experts, assault concussion missiles

5 x TIE defenders

Maarek Steele

deployment: choose maarek steele and 2 x tie defenders/tie advanceds/generalists to be inside the vsd.

objective: hyperspace assault: choose the vic and 3 x tie defenders.

woudl that allow for vic , maarek steele & 5 x tie defenders to drop from hyperspace, effectively breaking the rule of 3 squadrons?

Edited by Kikaze

for VSDs outside the starter set:

they have been performing consistently. its not just about jerjerrod.

-they are good carriers.

-they have good hullpoints for their cost.

-they have solid shields and defense tokens.

...just dont use them as overupgraded gun platforms. i'd say keep them at cost 90-100 points max. trying to go all "vsd2 +xi7 + intel officer + gunnery team" on them wont work IMHO, vics pay their points back by herding the enemy and doing spike damage in one turn.

i havent run more than 1 in a list, but tons of 2016 regionals data showed dual viclists dominate (as rhymerball-pushers that could finish you off if you dared approch the carriers), and in wave 5 they have even more tools.

Ok. this is a little helpful. =)

Are they meant to be ... clean up guns after pushing squadrons? Mid-efficiency guns for a 134 squadron fleet?

Do they go commonly games where they don't fire a single shot, and or meaninglessly deny area in a sense that was negligible? (Meaning, they could have been replaced by cheaper Gozantis for similar effect).

Are they meant to be more ... all-purposes, max squadrons, medium-min(-maxing) ship battery?

Do you basically need JJrod for two vics? Konstantine any use?

well early on, I used to play 2 VSDs and a Gladiator SD it worked well because I had enough frontage to stop the faster Reb ships from getting around me without eating a Bow shot or two. You have to pick a main target ( one coming close or one you can cut off) and track it with your whole force and then pick the next one) and the Gladiator is fast enough to ram and block to let the VSDs kill things. Having a pile of Tie Bombers and fighters helps a lot also to attack the other ships as you are killing the first target.

the formation I use is called the Thach Weave it works very well in armada. (at least the times I have used it)

This was designed for slower less maneuverable aircraft to

fight and win agent faster ones.

Edited by ouzel

You could run 2 VSDs without Jerrjerrod. Motti or Tarkin would do all right there, but they shine with Jerry. Konstantine is just not that great (...yet), so I wouldn't bother.

In our last game my father had a great deal of fun with a pair of Victorys and an ISD II with Jerjerrod. One of the Vics used Overload pulse to set up some nasty shots for Avenger on the ISD. Plus it was a helluva lot of hull for me to chew through. He began by running both Vics on one side of the table, and started the ImpStar on the other extreme edge but then turned 90 degrees halfway across and just plowed down the middle of the table toward the Vics in a pincer.

Which I have to say, worked pretty well.

But I have to say, I bought enough ships in the beginning that I shelved the core set Victory for awhile, and instead taught the game at 200pts with the Imps having a Gladiator and a Raider against a CR90 and Nebulon-B. Worked sooooo much better than I have seen using the Victory by itself.

Edited by Aegis

In our last game my father had a great deal of fun with a pair of Victorys and an ISD II with Jerjerrod. One of the Vics used Overload pulse to set up some nasty shots for Avenger on the ISD. Plus it was a helluva lot of hull for me to chew through. He began by running both Vics on one side of the table, and started the ImpStar on the other extreme edge but then turned 90 degrees halfway across and just plowed down the middle of the table toward the Vics in a pincer.

Which I have to say, worked pretty well.

But I have to say, I bought enough ships in the beginning that I shelved the core set Victory for awhile, and instead taught the game at 200pts with the Imps having a Gladiator and a Raider against a CR90 and Nebulon-B. Worked sooooo much better than I have seen using the Victory by itself.

I made the 200pt Taskforce Armada variant! =). 200 points is fun.

for VSDs outside the starter set:

they have been performing consistently. its not just about jerjerrod.

-they are good carriers.

-they have good hullpoints for their cost.

-they have solid shields and defense tokens.

...just dont use them as overupgraded gun platforms. i'd say keep them at cost 90-100 points max. trying to go all "vsd2 +xi7 + intel officer + gunnery team" on them wont work IMHO, vics pay their points back by herding the enemy and doing spike damage in one turn.

i havent run more than 1 in a list, but tons of 2016 regionals data showed dual viclists dominate (as rhymerball-pushers that could finish you off if you dared approch the carriers), and in wave 5 they have even more tools.

wild idea:

VSD-1

admiral chiranau, rapid launch bays, ordnance experts, assault concussion missiles

5 x TIE defenders

Maarek Steele

deployment: choose maarek steele and 2 x tie defenders/tie advanceds/generalists to be inside the vsd.

objective: hyperspace assault: choose the vic and 3 x tie defenders.

woudl that allow for vic , maarek steele & 5 x tie defenders to drop from hyperspace, effectively breaking the rule of 3 squadrons?

I pretty much have nothing idea what in the Armada world you're talking about, but I really like it....I'm gonna get this; slowly but surely. Awesome advice from all, great questions and thoughts that really are fun to read...

I'm new too, having got the game for Christmas. I've found slowing right down to speed 1 and picking a target ship to turn towards is the best way. Always manages a front on salvo.

I'm a noob though so maybe I'm wrong but it works for me.

You could run 2 VSDs without Jerrjerrod. Motti or Tarkin would do all right there, but they shine with Jerry. Konstantine is just not that great (...yet), so I wouldn't bother.

Ahem, I really disagree with this.

If you run Konstantine with tractors, triple medium ships and slicer tools he becomes immense.

I've long lamented the VSD losing its gunship status, but I've started to revisit the ship as an effective Imperial carrier. Like most mediums it has a 3 fighter rating, but it's one of the only ships with a weapons team slot for you to combine with Flight Controllers. If you pair this with Boosted comms and find a way to keep passing her fighter tokens, you have fighter 4 at long range for cheaper than an ISD with the same package. Something like Tarkin, paired with another similar VSD, gives you two carriers for a 4+4 fighter activation at a long range bubble.

That bubble could include Bombers under Rhymer, a full house of Interceptor aces with TIE/D backup (My favorite), or 8+ TIE fighters you can throw at your enemy to die.

With boosted comms and fighters the threat range of the VSD pushes out to long range or closer. For instance, I like using my VSD carriers for early interception of bombers, and then once combat comes closer I can use these bombers to exhaust tokens or push damage before the VSD opens fire. TIE Defenders are especially good with this flexibility, since they can help Interceptors out early on and then switch to bombing roles once you've cleared the fighter threat.

Now, I can hope someday the VSD can return to being a proper true light cruiser with a deadly array of guns, commanding concentrate fire every turn. But Nora Wexley and every other hotshot bomber with an ability needs to be stopped, and the only way that's happening is if you take fighters to counter it.

Wow! This thread reminded me just how positive and helpful this Armada community can be.

Lots of very good advice.

Kudos!

Otherwise

yeah ignore this guy.

General rule for speed 2+ medium and large ships is to spam navigate the entire fight practice adding in additional commands later. Jerry is nice though.

For the Learning Scenarios, pick one target and (as mentioned) drop to speed one and focus it. I prefered focusing the Nebulon-B because of those weak side shields. If you can double arc either it or the Vette you can usually kill it in a turn. Since you're always going second in this scenario, here's how I'd go about it....

Turn 1) Aim the bow of the VSD where the Frigate will end it's turn at the end of turn 2 if it hasn't gone yet. Use Nav Command to drop to speed one. During squadron phase, move your 2 TIE blobs into one super-blob between your VSD and the X-Wings.

Turn 2) If he moved his X-wings anywhere near your direction, use a Squadron Command to activate 3 TIE Fighters so you can move and engage. Pick 1 X-Wing squadron and focus it down. VSD probably isn't shooting this turn, aim it where the Frigate will end next turn. DUmp your last 3 TIE squadrons into the fighter ball.

Turn 3) If he's brought his Vette towards your VSD, you're probably going to be shooting at the Frigate as well as it. Double arcing ships takes a little practice and a lot of luck to get figured out. That said, with a good Blue-range roll, the VSD can kill the Nebulon-B in a single turn with a shot on the side. If you managed to kill an X-Wing squadron last turn, awesome. TIEs should be about dead at this point. Don't forget your Swarm rerolls (this took me forever to remember).

Turn 4) Nebulon B is more than likely dead but now you've got a Corvette nipping at your tail end. From here on out it's a turning game. If he's not going speed 1, he'll end up over taking you. Use nav commands from here on out. Remember, you do not HAVE to increase or decrease speed with the nav commands. Youc an use them purely for yaw values.

Good luck and welcome. It's a really fun game. I watched from afar forever.

You could run 2 VSDs without Jerrjerrod. Motti or Tarkin would do all right there, but they shine with Jerry. Konstantine is just not that great (...yet), so I wouldn't bother.

Ahem, I really disagree with this.

If you run Konstantine with tractors, triple medium ships and slicer tools he becomes immense.

I've done it and it's really unreliable (yes, even with the Slicer Tools Gozanti). Sometimes the speed shenanigans are useful against the other fleet (flighty hit and run Rebel ships like MC30s or CR90Bs, for example), but sometimes they just aren't (heavy fleets with strong front arcs like other star destroyers and LMC80s). It's extremely swingy and to utilize it well you need a fleet that's primarily slow ships of your own (Interdictors and VSDs - you can try an ISD but it becomes difficult to get more than 2 ships that can trigger for Konstantine without compromising your support and squadrons) so you can struggle against enemy fleets that don't care about you slowing them down, enemy fleets that can successfully skirt the edges of your formation (extremely skittish skirmishers like CR90As), and objectives that require speed or maneuverability.

If/when Imperials ever get a speed 3 medium ship at a reasonable cost I think Konstantine is going to get another serious look. Kind of like how Vader has his renaissance right now due to the Arquitens.

its worth noting you can go speed 0 too. Its generally a really, really bad idea since you lose your defensive tokens (not literally just cant spend them) but ive had a couple games where pulling a full stop won me the game either because i denied his big bad ISD from getting range2 on his activation or something fast tailing me zipped right past me.

its worth noting you can go speed 0 too. Its generally a really, really bad idea since you lose your defensive tokens (not literally just cant spend them) but ive had a couple games where pulling a full stop won me the game either because i denied his big bad ISD from getting range2 on his activation or something fast tailing me zipped right past me.

Yeah, it was how I won my last game, albeit a starter. I sacrificed my defense tokens to do a full stop not too far from the board edge, angled in at 75 degrees or so; let the CR-90 and Neb move up on my flanks to attempt to get behind. I relied on my ability to redirect shields next turn, to keep damage at bay and relied on my attack dice with the command boost; I trashed the Neb first as the X-wings folded against my swarm. Within two turns. The CR-90 had to full stop to keep from running off the board (as beginners, this is a real danger), and I moved in a turn and broadsided/rear shot it dead in one. I cannot drive one of these well, but I can full-stop it pretty good.

Commander Tua makes the VSD-I Dominator viable. It's hard to flank, can take ECM or Redundant Shields. Add on Dual Turbolaser Turrets and Assault Concussion Missiles (and perhaps Ordinance Experts) to match, and you have a ship throws more dice at close range than an ISD-I and costs less.

With JJ as your commander it turns well too.

Also, Warlord makes a great VSD, as it can take the X17s and either always have an accuracy or a double hit.

Didn't read the whole thread, not sure if others have already commented on this:

1. 68.7% of maneuvering a VSD is deploying it properly; with respect to it's own position, the enemy fleet's position and the rest of your fleet's position.

2. Consider deploying it behind a lead ISD in an echelon formation, so it can pound on fasty ships that try scooting past the ISD's front arc.

3. Understand that even if you never fire your front 6 dice battery, and there is a good chance you won't, that simply having it and threatening with it controls enemy positioning. Learn to use that to your advantage.

I use to spend a lot of points, tokens and dials on bring maneuverable enough to keep people from slipping a flank on the VSD.

I stopped doing that.

A VSD isn't the only ship in your fleet. For me if you slip a Flank, I should have anticipated it and have other options. If not, I lost because you out played me, not due to the VSD being a poor choice.

Deployment>Prediction/Interception & Command Timing and above all else practice.

Deployment: Unless you have a good reason not to always deploy your VSD front facing. You can easily Yaw with a II or I, I thereby putting on a decent interception/avoidence path. If you have an activation advantage/objective/well thought at reason to deploy at an off angle then do so. How to use the depth of the deployment zone for a VSD is really hard to explain...so I'm not going to bother! That is it's own topic entirelly.

Prediction/Interception/Command Timing: How you think the battle is going to play out is very critical to using your VSD well. You can use it as a carrier, brawler or wall. For example:

"I'm a VSD with Boosted Comms and Wulf! I'm going to grab a Squadron token turn 1 and get a Comms Net Nav token from my Floatilla. I have Flight Controllers I'm facing a MUS list. I need to spam Squadron commands for most of the game otherwise the fighters will kill me. I can use Wulf to Nav. I can point 45 degress away from the edge because my Rhymer and Boosted Comms does all the fighting for me and I just need to track the fight out of range or at long range.

"I'm a VSD with Boosted Comms and Tua! Holy **** there is 2 ISDs on the board.I'm going to Squadron Command turns 1-2 to put some damamge on the ISDs and on turn 3 use a Nav to try to slip around the front arc of outside ISD therefore avoiding both ISDS"

"I'm a VSD with Tua and Spinal! That MC30 wants my D...I think I'm going to take a Eng token turn 1 in case of Power Failure on turn 3, turn 2 a CF as they come in and turn 3 Eng Command/token to get rid of those 2 pesky APTs"

All you need to do is imagine where the VSD on X turn given it's movement speed and predict what to do. However knowing when you should choose a Nav Command over a Repair Command is not obvious and and it takes time and practice.

Why bother? Because the VSD is amazing (totally unbias /s). But seriously it does everything well, has well rounded stats and combos with various turbo lasers settings, squadron compliments, fleet/admiral builds and all at a reasonable price. Can I sign you up? Oh did I mention Tua? Yeah she the MVP for the VSD.

Edited by Trizzo2

I dig it; understand but 20% of it, but I dig it....