Store Championship Imperials

By draco193, in Star Wars: Armada Fleet Builds

With the upcoming release of the Quasar, I think the days of the Vic 1 as a backbone carrier are coming to a close. So trying out a build that utilizes them as long range artillery and some objective squatters. The 8 point bid is typically enough in these parts to get initiative, but this list typically wants to play second. The gladiator is a glad 2 to simply help out with AA if need be.

Vic 1 Artillery (392/400)
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Victory I-class Star Destroyer (73 + 33)
+ Moff Jerjerrod (23)
+ Veteran Gunners (5)
+ Dual Turbolaser Turrets (5)
Gladiator II-class Star Destroyer (62 + 27)
+ Ordnance Experts (4)
+ Engine Techs (8)
+ Assault Proton Torpedoes (5)
+ Demolisher (10)
Victory I-class Star Destroyer (73 + 10)
+ Veteran Gunners (5)
+ Dual Turbolaser Turrets (5)
Raider I-class Corvette (44 + 7)
+ Ordnance Experts (4)
+ Flechette Torpedoes (3)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
2 x Tie Interceptor Squadron (11)
2 x Tie Fighter Squadron (8)
Station Assault
Contested Outpost
Solar Corona

Is the general idea to keep the vics in formation and sick the glad and the raider?

Also, have you run DTT with veteran gunners before? (That's an honest question, I'd love to know if it works well myself).

When the hammerhead comes out, it might be good to throw external racks on one of the vics, or really any of you ships for that matter.

Looks fun though!

10 minutes ago, Tiberius the Killer said:

Is the general idea to keep the vics in formation and sick the glad and the raider?

That's the basic idea. Play a bit more defensively against squadron heavy lists but Demo with Moff J can create some very interesting movement choices at speed 3 and strike from pretty far away.

10 minutes ago, Tiberius the Killer said:

Also, have you run DTT with veteran gunners before? (That's an honest question, I'd love to know if it works well myself).

I haven't yet, but I was playing with the numbers and it's a pretty compelling case that if you haven't rolled 3 damage you can massage it up pretty quickly.

Since I am actually in the "Never thought of Vet Gunners + DTT" group here, is the idea to do the initial roll and if it's terrible use Vet Gunners then DTT? Are the timing's interchangeable if you decided you wanted to fish for an accuracy with DTT before the vet gunner reroll?

3 hours ago, BrobaFett said:

Since I am actually in the "Never thought of Vet Gunners + DTT" group here, is the idea to do the initial roll and if it's terrible use Vet Gunners then DTT? Are the timing's interchangeable if you decided you wanted to fish for an accuracy with DTT before the vet gunner reroll?

That's the thought process. Of you roll 1 or 2 damage scoop it up and go for more. Then DTT to either fish for another double or whatever you might need.

They are interchangeable, but you do of course have to finish DTT (pulling the die) before using Vet Gunners.