Victory Fleet - Torny List, need advice.

By Muntman, in Star Wars: Armada Fleet Builds

My First Armada comp in a while. Figured I'd give this a whirl but frankly stuck with the last few points and missions.
Figured the Victories will be the brawlers, with the Arquitens providing fire support and covering the Victory's vulnerable flanks.
I would prefer to have the Arquitens have a Turbolaser upgrade on each but the points are not there. :(

Victory Fleet

Faction: Galactic Empire
Points: 397/400

Commander: Moff Jerjerrod

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

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Gunnery Team ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 124 total ship cost

Victory II-Class Star Destroyer (85 points)
- Gunnery Team ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 101 total ship cost

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

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

Arquitens-class Light Cruiser (54 points)
= 54 total ship cost

Those last 3 points can put Disposable Capacitors on one of your Vics. I think your fleet need some anti-squadron more than turbolaser upgrades. Might drop an Arq to get some Interceptors.

Just now, Megatronrex said:

Those last 3 points can put Disposable Capacitors on one of your Vics. I think your fleet need some anti-squadron more than turbolaser upgrades. Might drop an Arq to get some Interceptors.


I was not sure if I wanted to have a few points less for an initiative bid.

I was looking at putting some Quad Laser turrets to help deal with squadrons targeting the Victory's; give them Counter 1 to help swat at them passively.

Passively swatting them with QLTs won't kill squads on its own though you need a way to attack them directly with more than 1 die at a time. I like the overall concept of 2 Vic IIs and 3 Arqs I just think even a light bomber wing and you're looking at a bad day. I think you'd get better results with 2 Arqs and some squads maybe add a Goz as well if you're sure you need 5 activations.

4 minutes ago, Megatronrex said:

Passively swatting them with QLTs won't kill squads on its own though you need a way to attack them directly with more than 1 die at a time. I like the overall concept of 2 Vic IIs and 3 Arqs I just think even a light bomber wing and you're looking at a bad day. I think you'd get better results with 2 Arqs and some squads maybe add a Goz as well if you're sure you need 5 activations.

I'll have a tinker with the list.

More importantly... missions?

I like your choice of missions except for most wanted but if you work an Arq out and a Goz in then I don't see any downside. If your gonna put QLTs on a Vic consider adding Warlord and H9s gives you guaranteed damage on all anti-squad shots except against scatter aces.

12 minutes ago, Megatronrex said:

I like your choice of missions except for most wanted but if you work an Arq out and a Goz in then I don't see any downside. If your gonna put QLTs on a Vic consider adding Warlord and H9s gives you guaranteed damage on all anti-squad shots except against scatter aces.

Ok how about this? I figured Jonus would be a good support option to generate accuracy when I need to.

Victory Fleet

Faction: Galactic Empire
Points: 398/400

Commander: Moff Jerjerrod

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

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Gunnery Team ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 124 total ship cost

Victory II-Class Star Destroyer (85 points)
- Gunnery Team ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 101 total ship cost

Arquitens-class Light Cruiser (54 points)
- X17 Turbolasers ( 6 points)
= 60 total ship cost

Arquitens-class Light Cruiser (54 points)
- X17 Turbolasers ( 6 points)
= 60 total ship cost

1 Captain Jonus ( 16 points)
1 Valen Rudor ( 13 points)
3 TIE Fighter Squadrons ( 24 points)

Jonus is nice especially with solar corona though you may have trouble getting him to his target. I think you were better off with the DTTs from your last list than XI7s. If you can find 4 more points somewhere I highly recommend adding DCaps to your Vics. It's so satisfying to blow away 2 small ships at long range with that Vic setup.

You might consider running the Arqs naked gives you points to upgrade a couple of Fighters to Interceptors and add the DCaps.

Disposable Capacitors will serve this fleet well, you get standoff that is extremely difficult to match. Arquitens in my experience have a really hard time generating enough damage to make XI7 worth it, I would drop those to Dual Turbo Turrets for the improved average results. I'll go one better than Megatron and say only have one Arq, fitted with Needa and TRC, and use the remaining points for a pair of Gozantis and a swarm of squadrons. With Tua/ECM on JJ's ship and SW-7s instead of Leading Shots, you have fifty-one points to put into fighters, which should probably be Howl and a swarm of TIEs since you aren't likely to need anti-ship punch with the dual Vics. Use the Needa/TRC cruiser to herd targets in front of the heavy cruisers and you should be able to do alright. I wouldn't change mission choice from your last set, that will do just fine. In my experience this fleet relies a bit too heavily on having all its constituent parts to be able to afford a good bid, and should therefore ditch it entirely to make sure you've got the best fleet you have. Does all that make sense?

What @GiledPallaeonsaid, do that! H*** I might do that.

1 hour ago, Megatronrex said:

What @GiledPallaeonsaid, do that! H*** I might do that.

Bring it to Quest on the 19th and it can square off against the Avenger/Devastator version of the dreadnought list

13 hours ago, GiledPallaeon said:

Disposable Capacitors will serve this fleet well, you get standoff that is extremely difficult to match. Arquitens in my experience have a really hard time generating enough damage to make XI7 worth it, I would drop those to Dual Turbo Turrets for the improved average results. I'll go one better than Megatron and say only have one Arq, fitted with Needa and TRC, and use the remaining points for a pair of Gozantis and a swarm of squadrons. With Tua/ECM on JJ's ship and SW-7s instead of Leading Shots, you have fifty-one points to put into fighters, which should probably be Howl and a swarm of TIEs since you aren't likely to need anti-ship punch with the dual Vics. Use the Needa/TRC cruiser to herd targets in front of the heavy cruisers and you should be able to do alright. I wouldn't change mission choice from your last set, that will do just fine. In my experience this fleet relies a bit too heavily on having all its constituent parts to be able to afford a good bid, and should therefore ditch it entirely to make sure you've got the best fleet you have. Does all that make sense?

I punched that in the fleet builder:

Vicky fleet
Author: Doppelganger

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

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

Victory II-Class Star Destroyer (85 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 104 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 137 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

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

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

1 "Howlrunner" ( 16 points)
4 TIE Fighter Squadrons ( 32 points)

That is what you had in mind, right?

Edited by Doppelganger
13 hours ago, GiledPallaeon said:

Bring it to Quest on the 19th and it can square off against the Avenger/Devastator version of the dreadnought list

Won't be there for that one. That's almost a 4 hour drive for me. I do want to make it back to gigabites before too long though. Will definitely be down there for regionals. Your new dreadnoughts made me smile. I built a list called the Avengestator a few weeks ago but haven't played it.

1 hour ago, Doppelganger said:

I punched that in the fleet builder:

Vicky fleet
Author: Doppelganger

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

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

Victory II-Class Star Destroyer (85 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 104 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 137 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

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

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

1 "Howlrunner" ( 16 points)
4 TIE Fighter Squadrons ( 32 points)

That is what you had in mind, right?

Looks pretty solid to me. I might change SW7 to leading shots just to get 1 more point to enable me to swap the 4 TIE Fighters for 3 Interceptors. That's because of speed 5 and counter. 1 less overall AS attack dice but 9 AS counter dice. They can deal a lot of damage even when they're getting taken out. You can also then alpha strike with all 4 of your squads from 1 Vic with a token and push 2 at a time while they last with the flotillas after ship to ship combat begins.

Agree with @Megatronrex. If you are using Quad Battery Turrets, then Leading Shots is the natural companion upgrade. This gives you re-rolls at long range.

Still tossing up on the right commander for this list...

Jjerjeord?
Motti?
Tagge?
Screed?

I'd limit your choices to JJ or Motti. Screed would be great for the Arq but won't add much to your Vics and Gozantis. I don't wanna say Tagge is garbage but Tagge is garbage.

Star+Wars+ArmadaMap.png

I'd go JJ, he gives a lot of maneuverability to about 240 points of your fleet which otherwise would be locked into nav commands every turn to stay somewhat mobile. With JJ and a nav command you can turn like a Raider Corvette!

Edited by Doppelganger

So ran the fleet with JJ... never ran him before and have to say I was very Impressed.

Faced a lot of Imperial fleets though, so I did not get use out of the Quad Lasers. Won a game, lost 2; both were close losses though.

Not having a fighter screen was not a massive deal, thought it would have been handy. I have been playing the squadron game for a while so it was a good change to not play it.

My friend bought me a Quasar so now to figure out a list and a way to use it... though the BIG surprise for me were the Arquitens; they did very well supporting and their massed fire tore apart ships a lot larger them themselves.