Moff Jerry & VSD-I's

By SoonerTed, in Star Wars: Armada

... How does one get damage out of VSD guns anyhow...

At long range, their 3 reds are pitiful. its like a nebulon without title or turbo lasers. except way more costly.

How do you double arc VSDs??

I don't. My default Gunnery VSD ship is: VSD1, Def liason, Gunnery team, Spinals and Vader as an admiral.

Of note is that PT uses VSD's completely differently than I do. My philosophy is not to use them at standoff range, where the Rebels are best, but to close the distance as soon as possible. If I'm not using Screed to guarantee black crits, it's Moff JJ for maneuverability or Motti for hull strength. My goal is to keep them in formation and let them work together. Bringing them in close means I also don't have to specialize them for one task.

I don't. My default Gunnery VSD ship is: VSD1, Def liason, Gunnery team, Spinals and Vader as an admiral.

Of note is that PT uses VSD's completely differently than I do. My philosophy is not to use them at standoff range, where the Rebels are best, but to close the distance as soon as possible. If I'm not using Screed to guarantee black crits, it's Moff JJ for maneuverability or Motti for hull strength. My goal is to keep them in formation and let them work together. Bringing them in close means I also don't have to specialize them for one task.

I probably should add several more words about my strategy with that VSD. For me it usually comes in pair with Comms Net Assault Gozanti that keeps it supplied with tokens as necessary, all command dials set to CF and speed 2.

This way it can close distance fast, is maneuverable enough (as any dial can be switched to nav for that extra yaw) and while being dangerous at standoff range it is absolutely devastating at close range (4 reds 4 blacks all of them are rerollable) and is painful enough even after its flyby (4 rerollable reds from the rear). Oh. And its also cheap enough to be driven agressively as its loss is usually acceptable.

Edited by pt106

I don't. My default Gunnery VSD ship is: VSD1, Def liason, Gunnery team, Spinals and Vader as an admiral.

Of note is that PT uses VSD's completely differently than I do. My philosophy is not to use them at standoff range, where the Rebels are best, but to close the distance as soon as possible. If I'm not using Screed to guarantee black crits, it's Moff JJ for maneuverability or Motti for hull strength. My goal is to keep them in formation and let them work together. Bringing them in close means I also don't have to specialize them for one task.

I probably should add several more words about my strategy with that VSD. For me it usually comes in pair with Comms Net Assault Gozanti that keeps it supplied with tokens as necessary, all command dials set to CF and speed 2.

This way it can close distance fast, is maneuverable enough (as any dial can be switched to nav for that extra yaw) and while being dangerous at standoff range it is absolutely devastating at close range (4 reds 4 blacks all of them are rerollable) and is painful enough even after its flyby (4 rerollable reds from the rear). Oh. And its also cheap enough to be driven agressively as its loss is usually acceptable.

This is so cool how you fly them. Gunna have to steal it.

I don't. My default Gunnery VSD ship is: VSD1, Def liason, Gunnery team, Spinals and Vader as an admiral.

Of note is that PT uses VSD's completely differently than I do. My philosophy is not to use them at standoff range, where the Rebels are best, but to close the distance as soon as possible. If I'm not using Screed to guarantee black crits, it's Moff JJ for maneuverability or Motti for hull strength. My goal is to keep them in formation and let them work together. Bringing them in close means I also don't have to specialize them for one task.

I probably should add several more words about my strategy with that VSD. For me it usually comes in pair with Comms Net Assault Gozanti that keeps it supplied with tokens as necessary, all command dials set to CF and speed 2.

This way it can close distance fast, is maneuverable enough (as any dial can be switched to nav for that extra yaw) and while being dangerous at standoff range it is absolutely devastating at close range (4 reds 4 blacks all of them are rerollable) and is painful enough even after its flyby (4 rerollable reds from the rear). Oh. And its also cheap enough to be driven agressively as its loss is usually acceptable.

This is so cool how you fly them. Gunna have to steal it.

PT is a master. I can confirm the viability of spinals on Vic's. Don't leave home without imo.

I don't. My default Gunnery VSD ship is: VSD1, Def liason, Gunnery team, Spinals and Vader as an admiral.

Of note is that PT uses VSD's completely differently than I do. My philosophy is not to use them at standoff range, where the Rebels are best, but to close the distance as soon as possible. If I'm not using Screed to guarantee black crits, it's Moff JJ for maneuverability or Motti for hull strength. My goal is to keep them in formation and let them work together. Bringing them in close means I also don't have to specialize them for one task.
I probably should add several more words about my strategy with that VSD. For me it usually comes in pair with Comms Net Assault Gozanti that keeps it supplied with tokens as necessary, all command dials set to CF and speed 2.

This way it can close distance fast, is maneuverable enough (as any dial can be switched to nav for that extra yaw) and while being dangerous at standoff range it is absolutely devastating at close range (4 reds 4 blacks all of them are rerollable) and is painful enough even after its flyby (4 rerollable reds from the rear). Oh. And its also cheap enough to be driven agressively as its loss is usually acceptable.

This is so cool how you fly them. Gunna have to steal it.

PT is a master. I can confirm the viability of spinals on Vic's. Don't leave home without imo.

I've done this as well. Dual Vic II with GT, Spinal, LS and SFO. Run them next to each other and they can hit pretty hard.

I played against Emfrank in the Vassal Tourney and he was running 4 VSD-I gunships with OE and APT and it was painful. He ran them in a straight but staggered gunline like:

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And with Jerry being able to turn them 90o He could almost always line up the front guns to blast something hard. I actually lost that game because in the one shot he was going to get at me in close range while my Arq's and Gladiator blew past him he managed to hit a hail mary roll taking an Arq from full hull full shields to nothing and then firing at long range out the side to kill my Gladiator who just left his back corner barely in red range. I killed Jerrod to stop him from pivoting and wiping me out, but if I hadn't gone straight for Jerry's boat, he could have spun that whole line around and tabled me.

Also, with 2 redirects, my bombers simply could not chew through them fast enough, and I was unloading on him hard from turn 2/3 since he didn't have much fighter screen.

All this to say that these ships definitely have a place, and perform admirably.

I love Franks 4 VSD fleet since it so outside the box. I don't think it is ideal for competition, but I think it proved a powerful point to me not to underestimate Jerrod VSD's.

Taking something similar to this for CC now. I just have to. How close were the bases of the Victory ISD's in that formation? I might go with ACMs rather than APTs myself....

I only have 3 VSDs in person, though.

Edited by SoonerTed