Has Anybody Tried a VSD MSU?

By Ardaedhel, in Star Wars: Armada Fleet Builds

3 minutes ago, Ardaedhel said:

Coincidence?

I prefer:

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But then, I'm an arsehole :D

6 minutes ago, Ardaedhel said:

Coincidence? Build style? My name attached to it?

I don't generally bring big, slow bricks or strategic squadrons or Comms Net or... much of anything else in an MC30 list. I'm not really sure what you're getting at, other than "I don't like all those flotillas."

You have three activation delays which will let your big hitters strike at the right time.

Except, we are talking about VSDs which are not maneuverable enough to reliably be in the right place at the right time.

You are right that Vics have high hull, so can go through things. What we want to try and do is shepherd enemy ships into the front arc which is best done by overlapping threat zones rather than delaying activation.

Thats my point. Flotillas without bombers have no way of shepherding your enemy so offer very little here.

4 minutes ago, Ginkapo said:

You have three activation delays which will let your big hitters strike at the right time.

Except, we are talking about VSDs which are not maneuverable enough to reliably be in the right place at the right time.

You are right that Vics have high hull, so can go through things. What we want to try and do is shepherd enemy ships into the front arc which is best done by overlapping threat zones rather than delaying activation.

Thats my point. Flotillas without bombers have no way of shepherding your enemy so offer very little here.

And you don't think the Strategic shenanigans are a strong enough impetus to do that?

Legitimately asking because I've got basically zero time on the using end of Strategic.

1 minute ago, Ardaedhel said:

And you don't think the Strategic shenanigans are a strong enough impetus to do that?

Legitimately asking because I've got basically zero time on the using end of Strategic.

Strategic can get the enemy to you, but it doesnt put the enemy in your front arc.

From my messing with the Sato, the issue my opponents had was how to get to my VCXs or the tokens without sitting in my MC30 broadsides. Most couldnt solve it and never got close to the VCXs. Arguably problem solved, but the mc30 can be in the right place much better than a vsd.

27 minutes ago, Ginkapo said:

You have three activation delays which will let your big hitters strike at the right time.

Except, we are talking about VSDs which are not maneuverable enough to reliably be in the right place at the right time.

Therefore the list should be about long-range fire and delaying activations to force them to come into range of unactivated VSDs.

4 minutes ago, PT106 said:

Therefore the list should be about long-range fire and delaying activations to force them to come into range of unactivated VSDs.

Which is why I went for VG, for just a little more ranged punch without the cost of fully-outfitted DC VSD2's. I'm not sure I can foot the points cost to do the same thing with VDS2's, though I do think the VSD/VSD/Arq idea has potential.

4 minutes ago, Ardaedhel said:

Which is why I went for VG, for just a little more ranged punch without the cost of fully-outfitted DC VSD2's. I'm not sure I can foot the points cost to do the same thing with VDS2's, though I do think the VSD/VSD/Arq idea has potential.

I feel that VG on 3 red dice doesn't add much. I did experiment with several VSD lists and I think I like them to be cheap, therefore Vader would be a commander of choice (and VG isn't needed then). I would consider VG on a VSD2 with SW7.

8 minutes ago, PT106 said:

I feel that VG on 3 red dice doesn't add much. I did experiment with several VSD lists and I think I like them to be cheap, therefore Vader would be a commander of choice (and VG isn't needed then). I would consider VG on a VSD2 with SW7.

I looked at Vader for the list, but dat price point...

What about Screed and GT instead? He could fix the real stinker rolls without the staggering cost of Vader, and get GT to boot, while still applying reasonably well to the close-range shots.

I liked VG Vic Is when I ran them with Konstantine. But mainly when Konstantine was effective in speeding the enemy into close, so take it with a pich of salt.

Sorry for being blunt Ard, just figure you will take the criticsm well.

36 minutes ago, Ginkapo said:

I liked VG Vic Is when I ran them with Konstantine. But mainly when Konstantine was effective in speeding the enemy into close, so take it with a pich of salt.

Sorry for being blunt Ard, just figure you will take the criticsm well.

Not at all, please do. Like I said, I have zero self-worth staked on this list, I just like the general idea of a wall of VSDs protecting Strategic shenanigans and want to find a way to make it work. Or be waved off before I stick myself with a travesty of a list that I'll have to suffer with for weeks. :)

More of the MSU feel with a nasty VSD gunship to follow it up. I ran this tonight and was able to manage a win vs an Sloan TIE-swarm w/Avenger, Stronghold and Vector.

The Arqs lead in a line formation while the Vic positions to catch a big target at the end. Jonus allows the VSD to hit a big target really hard in conjunction with the XI7s. I do really like the veteran gunners idea as well, considering that most of the game it's only throwing reds.

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

Victory I-Class Star Destroyer (73 points)
- Minister Tua ( 2 points)
- Ordnance Experts ( 4 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- External Racks ( 3 points)
= 95 total ship cost

Arquitens-class Command Cruiser (59 points)
- Hand of Justice ( 4 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Dual Turbolaser Turrets ( 5 points)
= 81 total ship cost

[ flagship ] Arquitens-class Light Cruiser(54 points)
- Moff Jerjerrod ( 23 points)
- Dual Turbolaser Turrets ( 5 points)
= 82 total ship cost

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

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 51 total ship cost

5 TIE Fighter Squadrons ( 40 points)
1 Captain Jonus ( 16 points)
1 Black Squadron ( 9 points)

The funny thing about VSDs is that oyu must have at least three of them otherwise they doN't have enough firepower and threat range. I tried really hard to make it work, but if VSDs are your main threat, two woN't do becasue of their limited range and maneuverability.

Edited by Norell
On ‎03‎.‎10‎.‎2017 at 7:21 PM, Ardaedhel said:

Just spitballing ideas for a take-a-bunch-of-different-lists league we've got coming up. Anybody in here who's tried something along these lines?

League B (400/400)
=================
Victory I-class Star Destroyer (73 + 32)
+ Admiral Motti (24)
+ Veteran Gunners (5)
+ External Racks (3)
Victory I-class Star Destroyer (73 + 8)
+ Veteran Gunners (5)
+ External Racks (3)
Victory I-class Star Destroyer (73 + 8)
+ Veteran Gunners (5)
+ External Racks (3)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Gozanti-class Cruisers (23)
Ciena Ree (17)
2 x Lambda-class Shuttle (15)
Valen Rudor (13)

I'm not married to any of the details, it's just a concept right now. Any thoughts?

I have tried a MVS (Medium Victory Swarm? :lol:).

http://armadawarlords.hivelabs.solutions/view_list.php?token=116706&key=7c56e19df5a9e940fb9626495e5918e1

4 VSD, 2 Gozanti. Never lost so far :P. Even won against a Sloane list. But was the first game for the opponent with Sloane, so it does not really count.
Some of the upgrades on the VSDs (the Boarding Troopers, the Inquisitor and External Racks are exchangeable. I was testing around with a few combinations. External Racks seem to be the best for these.

Why did no one call for me? I'm always preaching about my success with JJ and Vic II.

@Ardaedhel this isn't a triple Vic list, but you're right about dropping the Vics to Glads.

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

[ 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)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 137 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 75 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Insidious ( 3 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 68 total ship cost

Raider-I Class Corvette (44 points)
- External Racks ( 3 points)
= 47 total ship cost

Raider-I Class Corvette (44 points)
- External Racks ( 3 points)
= 47 total ship cost

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

This is my latest iteration of the concept of Dual Glads and a Vic II. There is a lot of play with this list. You can:

  • Drop Raiders for squads
  • Drop Goz for upgrades
  • Drop a Raider and Goz for an Arq
  • Upgrade Demo to Glad II and get Ciena/Valen/Jonus (my current build in the Vassal tourny)
  • Drop Tua/ECM for OE on the Raiders
  • Swap XI7 for QBT

There is a lot of changes I've done and most have been successful. If you want to run more than 1 Vic, I got a build for that too. I took 4th place with this list after intentionally losing my first game so a new guy would start with a 7-4. I've won a SC with a version without the Raiders. And I've done well in the Vassal tournaments with these fleets.

Faction: Galactic Empire
Points: 390/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

[ 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

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

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

1 Maarek Steele ( 21 points)
1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)
2 VT-49 Decimators ( 44 points)

I took second place with this list at a SC. You can easily drop the Decimators for something more effective. It's more of flavor for my style of play. Or you have 10 points to do something as well. This list is a bit harder to play since you need to get activation advantage ASAP. Ideally you slow roll as second player, or you're fast and aggressive as first player so you can trigger DC+GT at long range and be at medium at the start of the next round. It's weak against Ackbar because the MC80 can run away, which is why it desperately needs Tua/ECM.

@Undeadguythat top list is will be my next "no squad" list. That sounds like a lot of fun!

5 minutes ago, CaribbeanNinja said:

@Undeadguythat top list is will be my next "no squad" list. That sounds like a lot of fun!

The best part is you don't care if you go first or second. You have 6 activations, 2 objectives with deployment advantage, or you get more dice and points. Or you're opponent says 6 activation Demo can go first. So before you start the game, you have a nice head start.

Plus it's intimidating to face down. I played a game where I lost both Raiders and the Vic, and then my opponent realized he still had 2 Glads to deal with and he was way out of position to attack them.