Vics are it

By Johnnyreb, in Star Wars: Armada

I have to say if there is one ship that really gets the **** from the new wave it's the good old vic, you can now turn it into a couple of great builds with the vic two getting the best long range shooting in the game and the vic one becoming the starship equivalent of the Alamo. With quads, racks and boarders giving it all round nightmare damage potential, who cares if it turns like titanic. With rymer being a bit nerfed will we seeing the rise of the victory.........?

An Ackbar Defiance with Quad Turrets and LS is going to be the dominant long range dice hurler in the game. 4 reds + 2 reds + 1 blue (Quad) + 2 of choice (Defiance and CF) for a grand total of 9 dice, with 8 of them being rerolls. I might actually have to play Ackbar now.

That said, Vic II is going to be throwing quite a bit too, and doing it twice with GT. 3 reds + 3 blue (Disposable Caps) + 1 blue (Quad) + 1 of choice for total of 8 dice, and 7 on the other shot from the front. Because of their slow speed, I think they might be the best ship to go second with, and forcing your opponent to pick a defensive objective where you can sit at speed 1 and gain points. Or taking a Vic I with OE, XI7/Quad, and ER on a Hyperspace Assault is going to very frightening to deal with. Throw on Dominator and Vader and that would be the most dice tossed from a single ship. 3 reds + 1 blue + 2 blue + 3 black + 2 black + 1 of choice (black) = 12 dice. OE and Vader grant a lot of rerolls. I calculate an average of about 17 damage from an attack like that, with an average of about 2 Acc.

42 minutes ago, Johnnyreb said:

The starship equivalent of the Alamo.

I knew the Vic was built on the backs of Imperial slaves!

15 minutes ago, geek19 said:

I knew the Vic was built on the backs of Imperial slaves!

I think you mean loyal, tax paying, politically compliant, valued citizens.

1 hour ago, Undeadguy said:

An Ackbar Defiance with Quad Turrets and LS is going to be the dominant long range dice hurler in the game. 4 reds + 2 reds + 1 blue (Quad) + 2 of choice (Defiance and CF) for a grand total of 9 dice, with 8 of them being rerolls. I might actually have to play Ackbar now.

I mean, you can kinda already do this (6 reds + probably 2 blues) with Xi7s, which are arguably more consistent and stronger.

1 hour ago, Mad Cat said:

I think you mean loyal, tax paying, politically compliant, valued citizens.

I'm pretty sure you need to have money to pay taxes.

Sic semper tyrannis, Imperial scum.

A Vic-II with Tua, ECM, Gunnery Team, Caps, Leading Shots and Quads comes to a fairly hefty 113pts, though you get a pretty impressive amount of firepower for the price. I'd argue that for the turn that you use the caps, this build actually gets MORE value from Gunnery Team than the X-mas tree ISD-II, largely due to the gigantic front arc that the Victory boasts - that is a *huge* swathe of the battlefield that it can toss two sets of seven dice into.

6 hours ago, Undeadguy said: Throw on Dominator and Vader and that would be the most dice tossed from a single ship. 3 reds + 1 blue + 2 blue + 3 black + 2 black + 1 of choice (black) = 12 dice. OE and Vader grant a lot of rerolls. I calculate an average of about 17 damage from an attack like that, with an average of about 2 Acc.

Devastator throws 12 fully charged, plus 1 for a modification and 1 for a CF. 14 dice is the most, not counting red objective effects. ISD I can get 4 black (CF), 6 blue (Title), 5 red (spinals) for >12 damage and 2 accs unmodified.

they have almost the same damage potential, but devastator only pulls ahead by 2 blues. And the Vic is more achievable.

4 hours ago, Parkdaddy said:

Devastator throws 12 fully charged, plus 1 for a modification and 1 for a CF. 14 dice is the most, not counting red objective effects. ISD I can get 4 black (CF), 6 blue (Title), 5 red (spinals) for >12 damage and 2 accs unmodified.

they have almost the same damage potential, but devastator only pulls ahead by 2 blues. And the Vic is more achievable.

And the Devastator does this on long range? This was the whole point of it.

It still has one more compared to the MC80 after all (4 red + 4 blue from Devastator + 1 from modification + 1 from CF). But the condition to get these are higher compared to the MC80.

Edit: didn't see that Undeadguy was already switching to short range as well. With the VSD example.
So sorry for it ;) .

Edited by Tokra
6 hours ago, geek19 said:

I knew the Vic was built on the backs of Imperial slaves!

7 hours ago, Undeadguy said:

An Ackbar Defiance with Quad Turrets and LS is going to be the dominant long range dice hurler in the game. 4 reds + 2 reds + 1 blue (Quad) + 2 of choice (Defiance and CF) for a grand total of 9 dice, with 8 of them being rerolls. I might actually have to play Ackbar now.

That said, Vic II is going to be throwing quite a bit too, and doing it twice with GT. 3 reds + 3 blue (Disposable Caps) + 1 blue (Quad) + 1 of choice for total of 8 dice, and 7 on the other shot from the front. Because of their slow speed, I think they might be the best ship to go second with, and forcing your opponent to pick a defensive objective where you can sit at speed 1 and gain points. Or taking a Vic I with OE, XI7/Quad, and ER on a Hyperspace Assault is going to very frightening to deal with. Throw on Dominator and Vader and that would be the most dice tossed from a single ship. 3 reds + 1 blue + 2 blue + 3 black + 2 black + 1 of choice (black) = 12 dice. OE and Vader grant a lot of rerolls. I calculate an average of about 17 damage from an attack like that, with an average of about 2 Acc.

7 hours ago, geek19 said:

I knew the Vic was built on the backs of Imperial slaves!

Which set of imperial slaves..........

1 hour ago, Tokra said:

It still has one more compared to the MC80 after all (4 red + 4 blue from Devastator + 1 from modification + 1 from CF). But the condition to get these are higher compared to the MC80.

The conditions are higher, but also is the reward. A victory is gaining + 5 extra dice (2 more than the mc80) while you run it in a way more cheaper plataform, to perform a single overwhelming attack at long range. At this point the MC80 is doing well mantaining itself at long range while the vic can finish the approach and spit the whole battery armamnet at medium range. And we all know they both, even for slow ships, end evenetually into the mid-close range.

With JJ also you ensure the vic is harasing you with its front hull all the game since long range. Also the vic can equip GT, no the mc80.

These changes are improving the vic way above its actual value.

The beauty of these upgrade is the cost, a vic one with racks, quads and boarders is 84 points, that's just mean levels of points efficiency. So what is great about the build is the low investment beyond base points for a very big uplift in potential damage output, 11 points for potentially four omni arc dice and control of defence tokens is pretty special.

Even if you pop on blast doors or ECM you are only looking at 91-92 points, I may take one of these over my ISD 1 in my hammer and anvil type lists.

I see the VSD as well as winner from this wave. he get by far the best boost from the cards. Especially the VSD I. The base cost of the VSD II is a bit to high. 12 points more for the blue dice over the black dice is to much.

But the VSD I is (relative) cheap. And the upgrades boost him really well.

I've been saying this even before the Rieekan predictions: Vics are great damage dealers and versatile cost efficient ships now. They are the near foreseeable future. esp with multiple builds now: Moffy J close range + Racks, or VSD2 discaps. Or whatever variations on all of those.

A reminder to people though that the VSD's one true enemy is Ackbar.

Oh and let's not forget Tua ECM.

Wow. This ship really got some help.

1 hour ago, Blail Blerg said:

I've been saying this even before the Rieekan predictions: Vics are great damage dealers and versatile cost efficient ships now. They are the near foreseeable future. esp with multiple builds now: Moffy J close range + Racks, or VSD2 discaps. Or whatever variations on all of those.

A reminder to people though that the VSD's one true enemy is Ackbar.

Oh and let's not forget Tua ECM.

Wow. This ship really got some help.

I knew there was a reason I kept the faith and kept four of them ready on the shelf....

10 hours ago, Undeadguy said:

Or taking a Vic I with OE, XI7/Quad, and ER on a Hyperspace Assault is going to very frightening to deal with. Throw on Dominator and Vader and that would be the most dice tossed from a single ship. 3 reds + 1 blue + 2 blue + 3 black + 2 black + 1 of choice (black) = 12 dice. OE and Vader grant a lot of rerolls. I calculate an average of about 17 damage from an attack like that, with an average of about 2 Acc.

OMGthis is obscene! I loveit :D

10 hours ago, Undeadguy said:

An Ackbar Defiance with Quad Turrets and LS is going to be the dominant long range dice hurler in the game. 4 reds + 2 reds + 1 blue (Quad) + 2 of choice (Defiance and CF) for a grand total of 9 dice, with 8 of them being rerolls. I might actually have to play Ackbar now.

That said, Vic II is going to be throwing quite a bit too, and doing it twice with GT. 3 reds + 3 blue (Disposable Caps) + 1 blue (Quad) + 1 of choice for total of 8 dice, and 7 on the other shot from the front. Because of their slow speed, I think they might be the best ship to go second with, and forcing your opponent to pick a defensive objective where you can sit at speed 1 and gain points. Or taking a Vic I with OE, XI7/Quad, and ER on a Hyperspace Assault is going to very frightening to deal with. Throw on Dominator and Vader and that would be the most dice tossed from a single ship. 3 reds + 1 blue + 2 blue + 3 black + 2 black + 1 of choice (black) = 12 dice. OE and Vader grant a lot of rerolls. I calculate an average of about 17 damage from an attack like that, with an average of about 2 Acc.

Throw in rapid launch bays and 6 fighters/bombers of your choosing for the ultimate in hyperspace Assualt love in. You could actually put well over 50% of your points in hyperspace......

6 minutes ago, Johnnyreb said:

Throw in rapid launch bays and 6 fighters/bombers of your choosing for the ultimate in hyperspace Assualt love in. You could actually put well over 50% of your points in hyperspace......

Way to much for a mission, the opponent can choose not to play.

It was the same on the EC. One player had Rapid Launch Bays only for the Hyperspace assault on the ship. So he wasted 5 points he never used.

5 minutes ago, Tokra said:

Way to much for a mission, the opponent can choose not to play.

It was the same on the EC. One player had Rapid Launch Bays only for the Hyperspace assault on the ship. So he wasted 5 points he never used.

It's not really playable in competion, but could be fun to try out for a friendly game

I am going to regret (ragret) this.

Vic2 in Sloan.

Strip tokens with fighers

Vic2 - Dominator, Disposable Capacitors, SW-7s, needa, TRC. with a CFP command its 3 red/6 blue Thats 6 blue that automatically 100% of the time do damage, add in TRC. you are talking about 8 damage automatically. If your fleet is doing its job, you are one shot-ing medium and small ships. Most ships have 3 defense tokens, there is no way that imperial tie swarm shouldn't be able to strip defenses in 2 activations to have the Vic come out and just hammer it. My buddy calls his TRC salvation the 50cal, well the that Vic build is the howitzer. Capacitors give you one turn of long range firepower.

Look at all the ships in the game, assume no defense tokens, full shields, look at how many get one shot by 8 auto damage (that's still assuming 2 of the red dice roll blank)

52 minutes ago, BergerFett said:

I am going to regret (ragret) this.

Vic2 in Sloan.

Strip tokens with fighers

Vic2 - Dominator, Disposable Capacitors, SW-7s, needa, TRC. with a CFP command its 3 red/6 blue Thats 6 blue that automatically 100% of the time do damage, add in TRC. you are talking about 8 damage automatically. If your fleet is doing its job, you are one shot-ing medium and small ships. Most ships have 3 defense tokens, there is no way that imperial tie swarm shouldn't be able to strip defenses in 2 activations to have the Vic come out and just hammer it. My buddy calls his TRC salvation the 50cal, well the that Vic build is the howitzer. Capacitors give you one turn of long range firepower.

Look at all the ships in the game, assume no defense tokens, full shields, look at how many get one shot by 8 auto damage (that's still assuming 2 of the red dice roll blank)

Dominator is limited to medium range sadly. That's why you pair it with Hyperspace Assault. I can tell you that a Vic II with GT, SW-7, and DC coming out of Hyperspace in your rear is really freaking scary to deal with. At first I thought I can just out run it. But GT really puts the hurt on and deploying at range 1 of the token gives a massive amount of room to play with since the base is medium. It's like range 4 from the front of the ship to the token, which puts long range around range 9, if that makes sense.

so capacitors are out... quads are in for 9 (ah ah ah ) auto damage.

12 hours ago, Madaghmire said:

I'm pretty sure you need to have money to pay taxes.

Sic semper tyrannis, Imperial scum.

Are you comparing the Empire to the Union and the Rebels to the Confederacy? Because that seems about right to my loyalist ears. The Rebels were the ones who used slaves, interestingly enough. These articles say it better than I ever could:

http://www.weeklystandard.com/the-case-for-the-empire/article/2540

https://www.washingtonpost.com/news/act-four/wp/2015/10/29/the-destruction-of-alderaan-was-completely-justified/?utm_term=.be86904c9797

http://freebeacon.com/blog/empire-star-wars-good-new-substandard-podcast/

5 minutes ago, SoonerTed said:

Are you comparing the Empire to the Union and the Rebels to the Confederacy? Because that seems about right to my loyalist ears. The Rebels were the ones who used slaves, interestingly enough. These articles say it better than I ever could:

http://www.weeklystandard.com/the-case-for-the-empire/article/2540

https://www.washingtonpost.com/news/act-four/wp/2015/10/29/the-destruction-of-alderaan-was-completely-justified/?utm_term=.be86904c9797

http://freebeacon.com/blog/empire-star-wars-good-new-substandard-podcast/

Fake news!

12 hours ago, GalacticFister said:

I mean, you can kinda already do this (6 reds + probably 2 blues) with Xi7s, which are arguably more consistent and stronger.

XI7 is only good against ship with Redirect and cannot take ECM. I prefer Quad Turrets for the reroll at long range if I don't use DC, or after I have used it. And it's cheaper. Plus, a ship without ECM can give the same effect if you use an Acc on the Redirect.