A New Day for Triple Vics

By reegsk, in Star Wars: Armada Fleet Builds

Trying to bring Triple Vics back with new upgrades. Scope it.

If You Only Knew the Power of the Dark Side
Author: reegsk

Faction: Galactic Empire
Points: 394/400

Commander: Darth Vader

Assault Objective: Opening Salvo
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Darth Vader ( 36 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 141 total ship cost

Victory II-Class Star Destroyer (85 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 105 total ship cost

Victory II-Class Star Destroyer (85 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 105 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- Slicer Tools ( 7 points)
= 43 total ship cost

Pretty straightforward, really. Slow roll at Speed One, then DCap at Long Range. Assuming optimal conditions, that's double-tapping three targets with 6-8 dice, or hitting six smaller ones. If you manage to focus fire a single fast-moving target with all three ships, you're talking a guaranteed fifteen damage from blue dice alone, even if the Reds try to screw you (not very possible with Vader). So you're looking at an average damage output of, what, 24 at long range against a single target? On turn two/three? If you run into mass flotillas, even if they match your speed, with a CF command you'll need a single Accuracy and two damage dice from Red.

The only thing I'm debating is dropping Vader for Jerry or Motti and swapping SW-7s for Leading Shots to keep up the re-rolls. It reduces the damage output by one per shot, but either lets you soak up a lot more incoming fire or make it a lot harder to maneuver around. I'd also drop Tua/ECM for a second Gozanti with STs to bring activations up to five and really screw with my opponent.

Reach Out and Double-Tap Someone
Author: reegsk

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 127 total ship cost

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

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

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Slicer Tools ( 7 points)
= 34 total ship cost

Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost

Love the list, that's a lot of firepower from downtown, if you can get them all on one target at once you could take biggies down pretty quick.

The only thing is that you are extremely vulnerable to bomber fleets, and would essentially need to slice away a key squad command and then destroy the carrier that turn.

Swapping SW7 for LS is good so is Jerry over Vader. I took 2nd a couple of weeks ago with this...

Jerry's Victorious Victories
Author: Megatronrex

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Blockade Run
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Victory II-Class Star Destroyer (85 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 111 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 134 total ship cost

Victory II-Class Star Destroyer (85 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 111 total ship cost

4 TIE Interceptor Squadrons ( 44 points)

I would have taken first if I hadn't had Blockade Run so drop that maybe take Targeting Beacons instead. Intel Officers were never needed so they can go too. Then Downgrade 1 of the Interceptors to a Fighter, or Black Squadron to keep counter, and you can squeeze in a naked Gozanti if you want that 4th activation. Being out activated was a problem but the 4 Interceptors lasted until round 6 or survived all 3 games and kept my opponents squads off of my ships.

MM - I had thought about that. But the Jerry list would see the Gozantis rush the carriers, so the Bombers either have to take them out which leaves the Vics alone to get into range, or ignore the Gozantis to go after the Vics, but then Slicer Tools will take away their squadron commands. No carrier save an ISD-I or MC80 is going to survive multiple Vics unloading at long range, and those aren't super common in the current meta.

Mega - Heh, we're pretty darn close there. Personally, I prefer the two Assault Carriers for five activations over a handful of 3 Hull fighters. I think about the kinds of bomber-heavy lists I run, and that would barely be a speed bump. It would keep the fighters off of ships for one round, but the Bombers would just ignore them. I feel that the two flotillas strengthen the activation count and also rob my opponent of the commands they need (giving super-powerful ships Squadron commands when they have no squadrons to command is particularly hilarious). Glad to hear that the core of the list works!

This should work. I do prefer Jerry or Motti over Vader, however I think I would keep SW7 and play with titles/TRC. Any chance to fit Dominator in?

12 minutes ago, reegsk said:

Mega - Heh, we're pretty darn close there. Personally, I prefer the two Assault Carriers for five activations over a handful of 3 Hull fighters. I think about the kinds of bomber-heavy lists I run, and that would barely be a speed bump. It would keep the fighters off of ships for one round, but the Bombers would just ignore them. I feel that the two flotillas strengthen the activation count and also rob my opponent of the commands they need (giving super-powerful ships Squadron commands when they have no squadrons to command is particularly hilarious). Glad to hear that the core of the list works!

The core of the list I'm happy with. I don't blame you for wanting more activations they would have helped me out a lot. The biggest hit it took was losing a fresh Vic to a last / first MC30 that rolled 12 hits and 1 accuracy plus APT followed by a ram. One activation and it was gone. I swapped 1 Vic for a Projection Experts Interdictor for another tournament the next day and it worked much better. I won all 3 games but didn't play aggressively enough to score a lot of points and took 2nd. I've since dropped the Dic for a Quasar and more squads and in 2 casual games it massively outperformed the first 2 variations. Of course that means their not triple Vic lists and irrelevant to this conversation.

11 minutes ago, PT106 said:

This should work. I do prefer Jerry or Motti over Vader, however I think I would keep SW7 and play with titles/TRC. Any chance to fit Dominator in?

I thought about that but took LS because I assumed I'd be playing Solar Corona all day and I have good luck with blue dice but red dice hate me. I was right about SC for the first 2 matches and I could've kicked myself for putting Blockade Run in there.