How to use the Dominator?

By veggie247, in Star Wars: Armada

12 points for 2 extra blue dice at short-medium range is nice.

But those 2 shields you have to spend just kills it.

Many people have correctly pointed out that there are better ways to boost your damage output.

Taking all that into account the best way to run it i think, is to make it do something other ships can't.

Dominator + Spinal Armament + Concentrate Fire command can give you 6 dice out of get this...

Your rear arc! No other imp ship can do this.

But how do you run Dominator? Or how would you improve my concept?

EDIT: I also believe motti to be an obsolute must.

Edited by veggie247

Victory class ships love spinal armament! Dominator has cost going against it, but a cool idea.

Victory class ships love spinal armament! Dominator has cost going against it, but a cool idea.

Thank you, i was sick of people escaping my front arc which led to the idea.

Instead of turning in, i turn away from them.

Try to get a double arc with the rear and side (dominator has no limit, so you can add the dice to both shots)

Then run away lol! At least thats the plan

Edited by veggie247

The trick with Dominator is that it makes people want to shoot at your VSD. You need to look at in the wider context of your fleet strategy.

If you have a VSD paired with ISD and whatever else - another couple ships or squadrons etc. Typically your opponent will want to focus their fire onto either the ISD or the VSD - but they are unlikely to be able to kill both (unless you stick 'em into the side of an Akbar line or something).

So - make the enemy shoot at your ISD. Then if the VSD is being unmolested start burning 4 shields per turn for an additional 4 dice!!!! That is massive!! If your VSD is getting shot at - that is good - it is a cheap source of hull/shields and then your ISD is likely to survive. So really the key thing with Dominator is that you can punish people who choose to ignore your VSD and focus fire something else.

Anyhow - it isn't the be all and end all - no single upgrade is. But it can certainly add value if you fly accordingly and use it to heavily punish people who ignore your VSD. 5 dice out of a side arc is nothing to sneeze at. You can also just lock engineering commands all game long as this becomes more efficient than Concentrate fire (generate 2x shields with Eng.) then spend with Dom. for a net 2 bonus dice.

Also works nice with a blue crit upgrade card for max synergy - or for fishing for accuracies for the APT/ACM VSD1 which normally struggles to roll acc.

Still baffled by how that upgrade can cost 12pts and Demolisher is only 10.

Still baffled by how that upgrade can cost 12pts and Demolisher is only 10.

This is very common with multi-release games. You see the same general thing happen in X-Wing, with older ships rapidly becoming over-costed relative to newer ships. Even Demolisher is starting to fade as new ship and upgrade options make alternatives more appealing.

Usually, this occurs because a ship is part of the original launch, and so the new meta hasn't had any impact on the design. This is one of the core reasons, for example, that VSDs in general are so ineffective. The CR90 Corvette was also rapidly losing steam until several Wave 2 upgrades radically improved the damage output. The Nebulon-B Escort is seeing a dramatic rise in popularity due to new improvements to its carrier capability.

I use the Gozanti to feed it Eng tokens and the Interdictor to fix the shields I spend. Hits just as hard as and ISD 1 and can easily screw up someones day in one round. I have thought about swapping Motti for Jerjerrod

Dominator


Author: jpersons73

Faction: Galactic Empire
Points: 395/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

Victory I-Class Star Destroyer (73 points)
- Dominator ( 12 points)
- Minister Tua ( 2 points)
- Ordnance Experts ( 4 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Expanded Launchers ( 13 points)
= 117 total ship cost

[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Motti ( 24 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Targeting Scrambler ( 5 points)
= 138 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost

3 Firespray-31s ( 54 points)

Edited by jpersons73

Yep, run a second ship alongside equipped with projection experts and you're golden.

I use the Gozanti to feed it Eng tokens and the Interdictor to fix the shields I spend. Hits just as hard as and ISD 1 and can easily screw up someones day in one round. I have thought about swapping Motti for Jerjerrod

Dominator

Author: jpersons73

Faction: Galactic Empire

Points: 395/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

Victory I-Class Star Destroyer (73 points)

- Dominator ( 12 points)

- Minister Tua ( 2 points)

- Ordnance Experts ( 4 points)

- Electronic Countermeasures ( 7 points)

- X17 Turbolasers ( 6 points)

- Expanded Launchers ( 13 points)

= 117 total ship cost

[ flagship ] Interdictor-class Combat Refit (93 points)

- Admiral Motti ( 24 points)

- Interdictor ( 3 points)

- Wulff Yularen ( 7 points)

- Projection Experts ( 6 points)

- Targeting Scrambler ( 5 points)

= 138 total ship cost

Gozanti-class Cruisers (23 points)

- Comms Net ( 2 points)

= 25 total ship cost

Arquitens-class Light Cruiser (54 points)

- Turbolaser Reroute Circuits ( 7 points)

= 61 total ship cost

3 Firespray-31s ( 54 points)

If you can squeeze SW7 Ion Batteries onto that Dominator, I could see that being an interesting alternative to an ISD1, especially for side and rear arc shots.

If you can squeeze SW7 Ion Batteries onto that Dominator, I could see that being an interesting alternative to an ISD1, especially for side and rear arc shots.

Well the VSD 1 is spitting out 10 dice out the front arc. Granted it would be nice if it could equip the SW7, but I am more than happy with the power this thing puts out. You could always swap out the VSD I for a VSD 2 but then you have to give up either a squad or something to fit the point increase and you also knock it down to 8 dice. So not sure that would be a good trade off.

If you can squeeze SW7 Ion Batteries onto that Dominator, I could see that being an interesting alternative to an ISD1, especially for side and rear arc shots.

Dominator 2

Author: jpersons73

Faction: Galactic Empire

Points: 395/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

Gozanti-class Cruisers (23 points)

- Comms Net ( 2 points)

= 25 total ship cost

Arquitens-class Light Cruiser (54 points)

- Turbolaser Reroute Circuits ( 7 points)

= 61 total ship cost

[ flagship ] Interdictor-class Combat Refit (93 points)

- Admiral Motti ( 24 points)

- Interdictor ( 3 points)

- Wulff Yularen ( 7 points)

- Projection Experts ( 6 points)

- Targeting Scrambler ( 5 points)

= 138 total ship cost

Victory II-Class Star Destroyer (85 points)

- Dominator ( 12 points)

- Minister Tua ( 2 points)

- Electronic Countermeasures ( 7 points)

- X17 Turbolasers ( 6 points)

- SW 7 Ion Batteries ( 5 points)

= 117 total ship cost

3 Firespray-31s ( 54 points)

Have you tried using an interdictor to feed it shields?

Have you tried using an interdictor to feed it shields?

I haven't, but more and more i'm thinking this is the best way to go.

VSD isn't very maneuverable, and its defensive capabilities aren't great.

But Dominator + SW7's can make a VSD strong from any hull zone which shores up its maneuvering problems

And the Interdictor can help its lacking defenses.

Its a proto star destroyer which isn't really a star destroyer, more like a very heavy cruiser.

Edited by veggie247

Still baffled by how that upgrade can cost 12pts and Demolisher is only 10.

This is very common with multi-release games. You see the same general thing happen in X-Wing, with older ships rapidly becoming over-costed relative to newer ships. Even Demolisher is starting to fade as new ship and upgrade options make alternatives more appealing.

Usually, this occurs because a ship is part of the original launch, and so the new meta hasn't had any impact on the design. This is one of the core reasons, for example, that VSDs in general are so ineffective. The CR90 Corvette was also rapidly losing steam until several Wave 2 upgrades radically improved the damage output. The Nebulon-B Escort is seeing a dramatic rise in popularity due to new improvements to its carrier capability.

Id agree if they didn't come out in the same **** wave...

I think it would be a very good squadron killer.

If you use the dominator title against squadrons you will have 3 blue dice to roll. If you put on agent Kallus you may have 4 dice against unique squadrons. Then you only need to let Mauler Mitchell come to visit the enemy squadron for killing blow:-)

I think it would be a very good squadron killer.

If you use the dominator title against squadrons you will have 3 blue dice to roll. If you put on agent Kallus you may have 4 dice against unique squadrons. Then you only need to let Mauler Mitchell come to visit the enemy squadron for killing blow:-)

True, but it's 2 shields per squadron that you want to gain bonus dice against. Good for targeting names, but less good against a swarm.

I think it would be a very good squadron killer.

If you use the dominator title against squadrons you will have 3 blue dice to roll. If you put on agent Kallus you may have 4 dice against unique squadrons. Then you only need to let Mauler Mitchell come to visit the enemy squadron for killing blow:-)

True, but it's 2 shields per squadron that you want to gain bonus dice against. Good for targeting names, but less good against a swarm.

But excellent to cutting out the Heart of that Swarm...

Dengar. Howlrunner. Whatever their Lynchpin Force Multiplier is... Punish it .

Careful Dras we are getting dangerously close to point defence reroute being a viable upgrade card here!

Ok so not really - but I like where you are going for when you really need to Greeble Haul that lynchpin squadron...

Snip

But excellent to cutting out the Heart of that Swarm...

Dengar. Howlrunner. Whatever their Lynchpin Force Multiplier is... Punish it .

Don't you mean... Dominate it. ?

I'd like to give Dominator another try with Jerrjerrod, actually. Dominator effectively allowed you to use Engineering commands as a better (but delayed) Concentrate Fire but you could run into problems with VSD maneuverability making your investment not pay off as enemy ships just kind of side-stepped you and so Dominator was being used to make side arcs good instead of making the front arc great. Nowadays you can run Wulff+Dominator with Jerrjerrod to regenerate 3 shields a turn (provided you're spamming the Engineering command), which covers Jerry's tax and one use of Dominator a turn while keeping that VSD much more maneuverable.

​Gets better with an Interdoctor to throw shields around as well but that's less a Jerry build.

I like the JJ + Wulff + Spam Engineering, but it prevents the use of ECM or similar.

I like the JJ + Wulff + Spam Engineering, but it prevents the use of ECM or similar.

Nah. You put Wulff on the Interdoctor next to it (for 8 eng points!). Use your officer slot on Tua and ECM. Both spam engineering commands to pay the JJ tax.

The question is this: once you've spent 40 points on upgrades to give it the same number of dice as an ISD... Why not just use an ISD?

I'd like to give Dominator another try with Jerrjerrod, actually. Dominator effectively allowed you to use Engineering commands as a better (but delayed) Concentrate Fire but you could run into problems with VSD maneuverability making your investment not pay off as enemy ships just kind of side-stepped you and so Dominator was being used to make side arcs good instead of making the front arc great. Nowadays you can run Wulff+Dominator with Jerrjerrod to regenerate 3 shields a turn (provided you're spamming the Engineering command), which covers Jerry's tax and one use of Dominator a turn while keeping that VSD much more maneuverable.

​Gets better with an Interdoctor to throw shields around as well but that's less a Jerry build.

Dominator VSD-I with Tua and Redudant Shields. If you want to make those blacks sing add ACM to taste.

Fly the Dominator as part of a VSD Phalanx formation (at least 2, preferably 3.)

For me, Wulff is not the correct choice. He's just too expensive for token generation. You are better off with Tua and some defensive retrofit (blast doors might work well here). Remember you don't get a lot of shots on target, so don't bleed your shields too early.

The Dominator is not going to be the ship that survives to the end of the game. The point is to make it last long enough to deal its damage with its additional accuracies. H9's are a waste of points because at medium range you should be generating enough accuracies to put the hurt on.

You really want to force your opponent into a situation where they are deciding to gang up on the Dominator , and risk having the other VSD's rip them apart (Hello, Warlord ! a better fit for those H9's), stay at medium range and get pounded, or stay at long range and fight the waves of bombers your other VSD's are sending their way. All the while you are closing at speed 2 to get those black dice off.

For me, Wulff is not the correct choice. He's just too expensive for token generation. You are better off with Tua and some defensive retrofit (blast doors might work well here). Remember you don't get a lot of shots on target, so don't bleed your shields too early.

The thing is you're spending 10 points and your Modification slot for Tua+Redundant Shields and Wulff can provide you 2 Engineering points/turn (to regenerate one shield) most of the time but is also flexible enough to use other tokens again as necessary for 7 points so I don't find your "too expensive" argument very convincing.

For me, Wulff is not the correct choice. He's just too expensive for token generation. You are better off with Tua and some defensive retrofit (blast doors might work well here). Remember you don't get a lot of shots on target, so don't bleed your shields too early.

The thing is you're spending 10 points and your Modification slot for Tua+Redundant Shields and Wulff can provide you 2 Engineering points/turn (to regenerate one shield) most of the time but is also flexible enough to use other tokens again as necessary for 7 points so I don't find your "too expensive" argument very convincing.

I also said in the same sentence that Blast Doors might actually be a better choice than redundant shields. The more I think about it, the more I think Tua+Blast Doors would work better.

I said Wulff is expensive for Token Generation, that if you ever need him to regenerate a different type of token than engineering, you've effectively lost that one shield repair that round. Redundant Shields is pricey, but removes some of that planning headache.