VSD-2 list!

By Sybreed, in Star Wars: Armada Fleet Builds

Hey guys, here's a list I made with a single VSD-2. The rhymer squad is a bit on the weak side, but I had to sacrifice something to keep ECM on the VSD.

Rhymer/Demo fleet
Author: Vhailor

Faction: Galactic Empire
Points: 390/400

Commander: Moff Jerjerrod

Assault Objective: Precision Strike
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- Spinal Armament ( 9 points)
= 137 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 83 total ship cost

Arquitens-class Light Cruiser (54 points)
- Dual Turbolaser Turrets ( 5 points)
= 59 total ship cost

Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)
= 36 total ship cost

2 TIE Bomber Squadrons ( 18 points)
1 Darth Vader ( 21 points)
1 Major Rhymer ( 16 points)
1 Dengar ( 20 points)

my question is: Should I replace the Kitten with another flotilla and beef up the squadron play?

I also made this one... could potentially be better than the 1st?

VSD-2 with more bombers
Author: Vhailor

Faction: Galactic Empire
Points: 390/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- Spinal Armament ( 9 points)
= 137 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 83 total ship cost

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

Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)
= 36 total ship cost

1 Major Rhymer ( 16 points)
2 TIE Bomber Squadrons ( 18 points)
1 Dengar ( 20 points)
1 Darth Vader ( 21 points)
1 Tempest Squadron ( 13 points)
1 Maarek Steele ( 21 points)

It depends on your style. I love having multiple threats, even if they are small. I also generally like the Arquitens so I would keep it. But of course more squadrons have their merits as well.

15 minutes ago, Norell said:

It depends on your style. I love having multiple threats, even if they are small. I also generally like the Arquitens so I would keep it. But of course more squadrons have their merits as well.

I prefer having more threats, so first list it is!

feedback is still welcome :)

Edited by Sybreed

I would almost be happy to make Vader into Tempest Squadron and Dengar a standard jumpmaster to add in a Lambda-shuttle for relay. At least this way even your escort is a bomber and you can junk boosted comms on the Victory for a Tractor Beam to help catch faster prey.

8 hours ago, Wes Janson said:

I would almost be happy to make Vader into Tempest Squadron and Dengar a standard jumpmaster to add in a Lambda-shuttle for relay. At least this way even your escort is a bomber and you can junk boosted comms on the Victory for a Tractor Beam to help catch faster prey.

hmmm I like this. Having a non unique intel is kind of scary but I can try.

Edit: Dang, it's a modification and I already have spinal armament

Okay, I removed SA, added Xi-7 and tractor beam for the lulz, plus the rest that you suggested. This list looks like fun

Edited by Sybreed

Let me know how she flies.

I think it's best to ask yourself how you would destroy this list, I would kill demo then swarm the VSD.

Rebel squadrons are going to be out in force, more so when Leia hits the tables. You have no real way to combat them.

The VSD II is a long range gunship, you should capitalize on that an build from that. I'd roll with perhaps two arq's with DTT and a solid squadron wing to combat rebel fighters.

I agree that you are likely to get your Glad too far away from any backup, especially since the Vic is only speed 2. If you play this, I'd hold the Glad back until you are well engaged with your victory. If you can swing a glad 2, they will help a lot in the AA department. I see rebel fighters as your biggest threat at the moment