Most Dice Volley

By Shadoq, in Star Wars: Armada Rules Questions

Hi again everyone.
I put this one together for kicks and giggles. Yes I am planning to try it for a casual game. No I do not expect it to go well unless I get lucky ;) .

My question is this; Is there a ship and upgrade combination(Rebel or Imperial) that puts out more DICE from a single arc at any range than the below without having to discard defense tokens first (Devastator)?

Silly Victory

Faction: Galactic Empire

Victory I-Class Star Destroyer (73 points)
- Dominator ( 12 points)
- Weapons Liaison ( 3 points)
- Ordnance Experts ( 4 points)
- Spinal Armament ( 9 points)
- External Racks ( 3 points)
= 104 total ship cost

By my math at close range,

4 red dice (Base 3 plus Spinal)
2 blue dice (Dominator)
6 black dice (Base 3 plus External Racks plus Concentrate Fire with re-rolls from OE)

12 dice

Add the Opening Salvo mission for 2 more black.

It should have to reverse at speed 1 for the recoil. ;)

9 minutes ago, Mad Cat said:

Add the Opening Salvo mission for 2 more black.


I'll have to give that a go too.
Problem with that is there is no guarantee the opponent will either pick or provide that as an option for mission.
14 dice, 8 black with re-rolls is just silly.

4 minutes ago, Shadoq said:


I'll have to give that a go too.
Problem with that is there is no guarantee the opponent will either pick or provide that as an option for mission.
14 dice, 8 black with re-rolls is just silly.

Well, there's no guarantee your opponent will let a VSD get in short range, either. :D

3 minutes ago, Democratus said:

Well, there's no guarantee your opponent will let a VSD get in short range, either. :D

Konstantine, G8 and several Q7 Tractor beams.

We may loose the game, but that poor sucker is going nowhere while our speed 2 Death Dart plods towards it.

1 minute ago, Mad Cat said:

Konstantine, G8 and several Q7 Tractor beams.

We may loose the game, but that poor sucker is going nowhere while our speed 2 Death Dart plods towards it.

Plus projection teams to keep those shields on the VSD up?

Hadn't really given it much thought but here is a generalized list:

Silly VSD
Interdictor w/proj experts
Raider I
Raider I
Gozantis
Some squadrons for CAP duty.

VSD and Dictor hold the center, Raiders go for the flanks.
Gozanti throws the Dictor or VSD tokens
Squadrons do their things.

Thinking either JJ or Motti for an Admiral.

Eh - base VSD2 with quad battery turrets and disposable capacitors beats it at long: 3 reds, 4 blues (or 5 with concentrate fire), or 4 reds and 3 blues (4 with concentrate) if you go spinals instead of QBT (the QBT is dependent on the defender's speed, so Spinals is more reliable, but QBT is cheaper and gives you a better dice)

For that matter, so does an ISD2 or MC80 Liberty BC with spinals - 5 reds, 6 with concentrate. Or perhaps with Quad Batteries instead - 4 reds and a blue (2 with concentrate), for leading shots.

At medium, the ISD2 without upgrades beats it also - 4 reds, 4 blues (5 with concentrate) compared to 4 reds 2 blues. With upgrades, you can add a red or a blue dice. So does a base VSD2 with QBT or Spinals - same volley it can throw at long range with Disposable Capacitors. 3 red 4 blue or 4 red 3 blue before concentrate fire.

At close, though, I don't think there's another ship out there that can beat it for total number of dice rolled. (Not counting Devastator, as you said - that gets 1 dice more at close range)

Course, the problem is actually getting into close range.

And after you roll the 14 dice, your opponent is exhausting the ECM and is using the scatter token :D