VSD upgrades

By Blail Blerg, in Star Wars: Armada

What are the most crucial upgrades for the cheapest VSDs you can possibly take?

If we assume that to git gud everyone should run 70-90 squadrons and 2 flotillas and play 260pt armada from now on as a requirement, what would you kit out the VSDs with?
This is in refernce to both styles: the prevalent mass squadron style, and the gunship style.

(A welcome off-topic is also more expensive VSDs that are proven battlefield contenders)

VSD-I w/FC & Exp Hangars, Admiral Chirry. Pairs with a squadron ball that includes 2 Relay sources (or possibly 1 Relay + Centicore). Chirry is optional, but helps free up points for other squads, since you've eaten into your 134 allotment with those Relay squads. Depending on your squad selection, Corrupter could be worthwhile.

It depends what you are planing to do with the VSD.

If you want to use it as carrier, you need the flight controllers and expanded hangar bays.

If you want to use it for brawling (with speed 2....), i would take Tua and ECM or RBD.

And in case you want to use it as squadron killer, i would sugged Warlord and H9. And on top maybe ruthless and/or quad laser turrets.

Or, or, ....

15 minutes ago, Blail Blerg said:

If we assume that to git gud everyone should run 70-90 squadrons and 2 flotillas and play 260pt armada from now on as a requirement, what would you kit out the VSDs with?

What does this mean? I often have a hard time interpreting the meaning behind your words.

1.) Veteran Gunners.

2.) Expanded Hangars, Flight Controller

Arguments for Defence Liasons or Wulff can be made.

Never Black dice upgrades. If you want to drop nine points on becoming a short range monster then you should save the other points and take a Gladiator instead.

The black dice are there as a deterrent, area control, not as a reliable way to kill stuff. (The fact Veteran Gunners can then pitch in here anyway is what makes them so good.)

This may change if you use Jerjerrod, but I am not convinced.

5 minutes ago, Green Knight said:

What does this mean? I often have a hard time interpreting the meaning behind your words.

Salt. Lots of salt. Its in jest

Edited by Blail Blerg
6 minutes ago, TheCallum said:

1.) Veteran Gunners.

2.) Expanded Hangars, Flight Controller

Arguments for Defence Liasons or Wulff can be made.

Never Black dice upgrades. If you want to drop nine points on becoming a short range monster then you should save the other points and take a Gladiator instead.

The black dice are there as a deterrent, area control, not as a reliable way to kill stuff. (The fact Veteran Gunners can then pitch in here anyway is what makes them so good.)

This may change if you use Jerjerrod, but I am not convinced.

Veteran Gunners done well for you? I feel like 3 red dice for 73 points is pretty anemic firepower.

I tried DTTs, they were ok. But you can easily make a case for them not being efficient and I'd believe you.

Sensor Teams?

--

What do you think a VSD should do well? Can it do _anything_ well without pushing squadrons, or does it HAVE to push squadrons to be effective?

Ex. I know in Vassal or worlds it was a thing once upon a time to take 3 Vics and 134 bombers and beat up wave2 meta that way.

Edited by Blail Blerg

I used Warlord with Jonus and Quad Turbolasers, 2 accuracies and black dice are fun. Without Jerjerrod it would have been a big fail though. Oh I also had advanced gunnery. Took down a Liberty in 1 Turn. Once in a blue moon this can happen :)

Warlord with Jonus, TRC and Needa could be a thing. Two guaranteed double reds. Don't give up on the vic!

Moff Jerjerrod

9 minutes ago, Xeletor said:

I used Warlord with Jonus and Quad Turbolasers, 2 accuracies and black dice are fun. Without Jerjerrod it would have been a big fail though. Oh I also had advanced gunnery. Took down a Liberty in 1 Turn. Once in a blue moon this can happen :)

Warlord with Jonus, TRC and Needa could be a thing. Two guaranteed double reds. Don't give up on the vic!

Hmm. Warlord with Jonus is pretty funny. That many upgrades on a VSD though makes me kinda cringe...

Hows this?

I adamantly refuse to simply keel over to 134 rieekan bombers btw.

VVAZZ Moffy J s7 b0

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

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

Victory I-Class Star Destroyer (73 points)
- Warlord ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
= 89 total ship cost

Victory I-Class Star Destroyer (73 points)
- Captain Needa ( 2 points)
- Gunnery Team ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 89 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Dual Turbolaser Turrets ( 5 points)
= 66 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
- Comms Net ( 2 points)
= 48 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

1 Captain Jonus ( 16 points)
1 "Howlrunner" ( 16 points)
3 TIE Interceptor Squadrons ( 33 points)
1 Saber Squadron ( 12 points)
1 TIE Fighter Squadron ( 8 points)

Card view link

Fleet

On the other extreme...

Needa, TRC, Dominator, Expanded Launchers, Ordnance Experts, JJ and Concentrate Fire commands every round.

That could be 11 dice with 12.5 dmg as average if I am not wrong. :D

lol.

Did Dominator get errata btw? Can I dominator for every squadron shot also?

Take DominatorRuthlessStrategist and Demo GSD2 with Agent Kallus + something like 3 Raiders and 5-6 Defenders?

1 minute ago, Blail Blerg said:

lol.

Did Dominator get errata btw? Can I dominator for every squadron shot also?

Take DominatorRuthlessStrategist and Demo GSD2 with Agent Kallus + something like 3 Raiders and 5-6 Defenders?

Dominator works for every squadron but as long as each attack is a new attack you have to spend more shields. I fact dominator could shoot 5 squadrons with 3 blue dice but no shields left.

In the anti squadron role I would like try Kallus Warlord H9 QLT RS.

7 minutes ago, ovinomanc3r said:

Dominator works for every squadron but as long as each attack is a new attack you have to spend more shields. I fact dominator could shoot 5 squadrons with 3 blue dice but no shields left.

In the anti squadron role I would like try Kallus Warlord H9 QLT RS.

Mmmm. Yup, that's funny.

Problem is now you've spent a lot of ship-AA, you still need squadrons to tie up and youre also kinda still a bit low on firepower.

--

VGGZZ Moffy J Warlord RuthlessStrat - s5 b7

Faction: Galactic Empire
Points: 393/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Victory I-Class Star Destroyer (73 points)
- Warlord ( 8 points)
- Skilled First Officer ( 1 points)
- Ruthless Strategists ( 4 points)
= 86 total ship cost

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 82 total ship cost

Gladiator II-Class Star Destroyer (62 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 72 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
- Comms Net ( 2 points)
= 48 total ship cost

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

1 Captain Jonus ( 16 points)
1 Maarek Steele ( 21 points)
1 "Mauler" Mithel ( 15 points)
1 Valen Rudor ( 13 points)
1 Zertik Strom ( 15 points)

Card

1 hour ago, ovinomanc3r said:

Moff Jerjerrod

JJ + Spinal on a VSD2 has worked quite well for me. *Almost* ISD2 firepower

expanded hangers, flight controllers, corruptor title (& wing commander possibly)

(goes well with Rhymer, Tempest Sqn (TIE Adv bomber) & two bomber sqns and 2 lambdas.....)

Edited by slasher956

Dominator on a Vic 1 is an old favourite of mine because it works off side arcs as well. Great for dealing with fast ships that think they have got out of your front arc, and also good at generating accuracies.

I don't rate gunnery team on the vic 1 - 3 red dice isn't worth the effort.

But gunnery team on a Vic 2 can be solid.

But in the current meta the vic is just a target. Its not cheap, its an easy kill, and its not hyper lethal, so its basically out of place.

Bare bones as possible. Vic 1 with boosted comms. It's all I need.

14 minutes ago, Ophion said:

Dominator on a Vic 1 is an old favourite of mine because it works off side arcs as well. Great for dealing with fast ships that think they have got out of your front arc, and also good at generating accuracies.

I don't rate gunnery team on the vic 1 - 3 red dice isn't worth the effort.

But gunnery team on a Vic 2 can be solid.

But in the current meta the vic is just a target. Its not cheap, its an easy kill, and its not hyper lethal, so its basically out of place.

VSD-II Dominator, Enhanced Armament, Leading shots.

Outmaneuver me all you want darling :wub:

I've been looking to use a VSD-1 carrier w/ Chirp, FC, and either boosted comms or expanded hangars. If you have 3 points left over, the eventual External Racks could be a nice addition once the battle gets in close range.

My go to gunship VSD build is Def liason, Gunnery team, Spinals. Warlord/H9 is also a solid combo nowadays.

I think that naked VSD1 (with only def liason/vet captain to be able to turn once or twice) can also be solid for its cost.

Dual Vic II - SFO+GT+SA+LS

I used to run a Fireball with that and Motti. 1 BCC. It was very effective against anything other than MM. Run Navs and Squads and use SFO to get what you need at the right time. I almost placed 2nd with it at the NC Regionals, but I lost my flagship in the last round to a Raider. Dropped a 10-1 to a 6-5 I believe.

It's probably weak against the current Ackbar builds that run 5-6 activations. Not sure how it would do against dedicated anti-squadron either. But the ship itself is solid. I'd probably run it with JJ so I can always threaten with the front arc.

What I find best with the Vic is to run bombers to strip shields and then have my battery push the damage through.

4 minutes ago, Undeadguy said:

Dual Vic II - SFO+GT+SA+LS

I used to run a Fireball with that and Motti. 1 BCC. It was very effective against anything other than MM. Run Navs and Squads and use SFO to get what you need at the right time. I almost placed 2nd with it at the NC Regionals, but I lost my flagship in the last round to a Raider. Dropped a 10-1 to a 6-5 I believe.

It's probably weak against the current Ackbar builds that run 5-6 activations. Not sure how it would do against dedicated anti-squadron either. But the ship itself is solid. I'd probably run it with JJ so I can always threaten with the front arc.

What I find best with the Vic is to run bombers to strip shields and then have my battery push the damage through.

Too many acronyms. What is SA?

2 minutes ago, Sybreed said:

Too many acronyms. What is SA?

Spinal Armament

I started playing Imps and the Vic seems like a nice middle ground ship but... the lack of speed 3, the lack of turning capacity, the lack of good defense tokens. Ugh, it's hard to like the ship as it is. Do people who play the VSD-1 actually get many black range shots?