VSD carrier, third objective?

By Hockeyzombie, in Star Wars: Armada Fleet Builds

I have a rough outline of a list.

Victory I

-Moff Jerjerrod

-Ordnance Experts

-Rapid Launch Bays

-Expanded Launchers

-X17 Turbolasers

Victory I

-Assault Concussion Missiles

-X17 Turbolasers

-Phylon Q7 Tractor Beams

Raider I

-Ordnance Experts

-Instigator

Captain Jonus

Maarek Stele

Tempest Squadron

3 TIE Bombers

Valen Rudor

5 TIE Fighters

Advanced Gunnery

Hyperspace Assault

???

So the basic plan seems clear enough. Get the flagship on top of something and vomit the unique squadrons with bomber in their faces. If I'm playing a Hyperspace Assault, drop in where I can hit one of two ships at close range (or pin a target between both Victory-classes) and hit them with the unique bombers from RLB and the generic Bombers thanks to the objective. Instigator and the TIEs exist purely to make sure my bombing runs happen as planned. I was thinking Superior Positions for the last objective since I can possibly get six squadrons (more if I'm really lucky) behind something and pummel it for victory tokens. I also thought about switching Advanced Gunnery out for Precision Strike but I'm really hoping for Hyperspace so I want objectives that look scarier. That and getting a double-tap with the Expanded Launchers at close range would be magnificent.

I'm interested in suggestions on what objectives I should use and what upgrades are mistakes. I'm iffy on the Tractor Beams but I keep thinking I might need the Tractors to keep the target in black dice range for that huge hit from the flagship. Very interested in people's thoughts on that.

Ahhh, more sweet victorys lead by the man of the hour, Moff JJ.

You are, unfortunately, unlikely to get many point blank hits with those victorys, doubley so given the expanded launchers. I would honestly recommend dropping the launchers, and adding spinal armaments instead, as you are so rarely going to get the chance to fire with those black dice. Even with the tractor beams (which I think are a good shout to be honest, and will help protect your victory's vulnerable flanks and rear), you will struggle. In a similar vein, the rapid launch bays just aren't going to get your bombersinto a position where they can fire I suspect, I'd trade it out for an expanded hanger bays, and rely on the victorys to squadron command instead. Your raider needs to herd the foe into your Victory's front arcs as well.

Your squadrons look ok, but you need some intel in there. I'd suggest dropping Valen and a couple of ties for a jumpmaster and feasibly another tie advanced. Captain Jonus is meh for me, but I can see the synergy with the flagship.

It's an interesting list, but it will struggle to bring the full weight of its firepower to bear. JJ will enable you to keep ships in arc and protects your flanks, he doesn't give you the speed boost necessary to catch a Madine or Cracken list.

Alright, so I've adjusted the flagship to have EHB and Spinal Armament. My new squadron list is Jonus, Marrek, Tempest, Dengar, 3 TIE Bombers, and 4 TIE Fighters. I keep having to remind myself that Maarek and Tempest don't have to focus on bombing ships. The numbers work out nicely though, I can send all the Bombers at someone with a single squadron command from the flagship and then hit them with my main guns once I tear through the shields.

I had 13 points left over after my changes so I also moved the Ordnance Experts to the second Victory and put Gunnery Team on the flagship. I added a set of Tractor Beams to the Raider to give me another use of them against small ships. Won't help against every list, but the Cracken lists seem like they'd naturally prefer small ships so the Raider can still help when I need it most. Madine less so, but against lists that run a few medium/large ships I'm confident I can do some catastrophic damage if I can get a good hit with my front arc(s) and Bombers. In Magical Christmas Land I can hit someone with 5 black dice, 2 blue, and 7 red (+3 black for each Victory that actually gets in close) so even when we tone it down to something more realistic it should hurt.

Any thoughts on my objectives? Advanced Gunnery seems like a no-brainer for any list with VSDs or ISDs, but I'm never entirely sure what to do for my other objectives.

Contested Outpost makes your opponent come to you, and that's nice when running Vic's.

Superior Positions could be a choice, you could farm plenty of bonus points with your squadron's.

On a very secondary note, should you switch JerJer to the other Vic? Because the Rapid Launch one will be dumped right into a lump of enemy ships.

Fire lanes is a superb yellow objective, forcing the enemy to come to you, and it fits so well with the slow moving victorys. I've yet to lose a game with my JJ dbl Victory dbl kitten lists when playing fire lanes.

15 hours ago, Darth Tam said:

On a very secondary note, should you switch JerJer to the other Vic? Because the Rapid Launch one will be dumped right into a lump of enemy ships.

Probably, now that you mention it. Especially if I stick with Hyperspace Assault since I can't use his ability until I drop that ship in. Currently waiting on a game or two to see if I want Expanded Hangar Bay or Rapid Launch Bay, since it all comes down to whether or not I can get within immediate bombing range. If I can't get in close without being covered in fighters I'll use EHB instead.

5 hours ago, herod1204 said:

Fire lanes is a superb yellow objective, forcing the enemy to come to you, and it fits so well with the slow moving victorys. I've yet to lose a game with my JJ dbl Victory dbl kitten lists when playing fire lanes.

I'll have to try that one. Not right away though, lately I've been kind of obsessed with Hyperspace Assault. I think it's because I was building a list while trying to find that scene in Rogue One on YouTube. You know, where that ship comes out of hyperspace. Not going to spoil anything in case someone hasn't seen it but I'm sure everyone who has knows exactly what I'm talking about.

On January 30, 2017 at 8:43 PM, Darth Tam said:

On a very secondary note, should you switch JerJer to the other Vic? Because the Rapid Launch one will be dumped right into a lump of enemy ships.

The reason I was suggesting this wasn't so much for getting his effect, it was just to keep your admiral out of the lump of your opponent's ships, because if his ship dies, that's another 23 points to your opponent.

But good point, that way you have his effect on all the time.

Also, yeah, hyperspace assault is pretty interesting. The Rapid Launch Bays or Expanded Hangars is probably a case by case thing, and it might depend on your playing style. If your opponent has enough squadrons, you might have truoble dumping your bombers on his ships, because he will be able to engage them, and then you won't be able to hit ships. But probably only time will tell.