VSD Quartett

By RocketPropelledGiraffe, in Star Wars: Armada Fleet Builds

Since Jerjerrod gave the VSD gunship more flexibility, I was wondering if we can take that to its logical extreme and get it to work. (The illogical extreme is to take 5 VSD1 and have every YWing pilot between Dantooine and Bespin start celebrating.)

Moff Jerjerrod

4 VSD1 with Ordnance Experts

Ciena, Valen, Howlrunner

That's 377 points, 4 DTTs would buy some much needed long range reliability, but is the token squad force good enough?

I wonder what the awesome community hive-mind can come up with on a 4 VSD basis, can this be viable somehow?

Consider Veteran Gunners.

I completely agree with @Ginkapo that they are really good on bare VSDs.

I would drop Howlrunner for a Mauler.

(My real overall opinion is I think you'll get much more mileage out of three VSDs and gozanti and squadron support than 4 VSDs, but I don't like completely changing people's core builds when giving advice here.)

I'm right there with you on this. I want to make 4xVSD viable with Jerjerrod.

My initial take was 4xVSD, JJ and a bunch of TIEs/TIE bombers. I think you need squads to use the VSDs strengths.

4xVSD (one with JJ) and 4x TIEs, 4x TIE bombers is 383. That is my current starting point. I like to run VSD1s naked, but can totally see OE, DTT or Vet gunners on them.

Ciena, Valen, Whisper is a decent squad force.

The real question is objectives. I cannot see this fleet coping with some objectives as first player.

3 hours ago, TheCallum said:

Consider Veteran Gunners.

I completely agree with @Ginkapo that they are really good on bare VSDs.

I would drop Howlrunner for a Mauler.

(My real overall opinion is I think you'll get much more mileage out of three VSDs and gozanti and squadron support than 4 VSDs, but I don't like completely changing people's core builds when giving advice here.)

Well, the idea is to see what can be done with 4 of them. I agree that something different is probably more efficient, but can we get a fun and somewhat competent build with the four?

I was thinking about the third squadron, but I don't think you can keep Mäuler moving and ended up with Howlrunner. Whisper is a neat idea, too.

Objectives are a big thing here, and maybe the fleet is just not cut out to perform well in a standard game.

I was also thinking about CC ideas. Those VSD dish out a lot of damage in a Show of Force, and as you gain points you just fill up the squadron complement with additional Defenders... you can take 4 in the initial setup. How about that idea?

Yeah might not be too bad in CC as the defender.

4 VSDs is okay, but consider your Squadron Force well.

To be honest, I considered 4 VSDs, and then upgunned.... For both Survivability and for Combat.


So I went to ISD-1, Interdictor Suppressor, and 2 VSDs... I had no squadrons to start with, so I stuck Quad Laser Turrets on the VSDs to at least provide some fending - and then for Defense, my Interdictor strapped on Targeting Scramblers and Grand Moff Tarkin. (It required a lot of Duct-Tape. Such an Ego.)


Rebel Squadrons can and will beat the crap out of you. VSDs just can't stand up to a hefty bombing run over multiple turns, and they can't dish out the damage unassisted to push the enemy back, and neither can they muster the speed to Run the hell away...

Consign yourself to losing 1 VSD a Game, essentially - unless you seriously beef up the Squadron game - and run CAP. Have both the ability to reach out and intercept bombers at range to stop their run, and have non-heavies to patrol near you to stop the actual bombing run - and aggressively counter Intel as much as possible...

That's really all I've got.

You can do it, you just have to work with the Limitations you have - keep the Ships themselves fairly Cheap where possible - don't over-upgrade them, so you're cascading losses in the game (although at least repairing them from scarred is base-ship-cost only, its the points they're worth in the battle.....)...

Consider, and beef, the Squadron game, and go from there. :)

How about running Ordnance experts and as many Defenders (or Phantoms) as you can, or a mix of those with Advanceds. Just to delay the bomber ball as much as possible. That way you get 65 points of squadrons, and you get some rerolls on your dice. Lastly, I suggest actually bidding for second, to get to play one of your own objectives. So going up to 399 or 400 if possible.

I like the original list but with 4 VSDs and therefore plenty of squadron command available I would opt for 6+ Tie Fs rather than 3(admittedly scatter capable) characters.

Have you thought about Konstantine to pin enemies in place while the nasty VSD front volleys do their thing. Throw in 1-2 Q7 tractors to put the breaks on fast Mc30/GSDs.

Why not go three and a raider instead?

Hope you don't face Admonition?

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Solar Corona

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 58 total ship cost

Victory I-Class Star Destroyer (73 points)
- Ordnance Experts ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
= 82 total ship cost

Victory I-Class Star Destroyer (73 points)
- Ordnance Experts ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
= 82 total ship cost

[ flagship ] Victory I-Class Star Destroyer (73 points)
- Moff Jerjerrod ( 23 points)
- Ordnance Experts ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
= 105 total ship cost

1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 Valen Rudor ( 13 points)
2 TIE Fighter Squadrons ( 16 points)
1 JumpMaster 5000 ( 12 points)

Against bomberballs you alpha your fighters in drop instigator on them and turn them off, then you have fun trying not to run into yourself with 3 Vics. Seems like a fun, fluffy list.

And hope no one brings Admonition(Demolisher is easier to handle, still bad though).

Yes, I think there is no question that you can get a more reliable fleet by changing the ship composition, as Dras has also posted about his experience.

If you stick to the four, it leaves you with limited options and there is no doubt you will loose at least one VSD each game. One will also most likely be out if position for most of the game, they are still slow even with Jerjerrod.

Three questions remain:

1. Is OE and QLT the best outfit, or already investing too much? Veteran Gunners was also mentioned, but at least to me they always leave me frustrated because I pay points and then I am still forced to make difficult decisions each shot.

2. What squads are possible? With four VSD the main options are 6 regular TIEs, 3 scatter aces, or 3 Defenders. I would not take too many bases since you probably want your VSDs to repair or CF a lot.

3. How to deal with difficult objectives? Should you go for a significant bid to be second player and force your own objectives? Where should those points come from?