Dual VSD Quasar

By schmidty1701, in Star Wars: Armada Fleet Builds

What are your thoughts?

ARMADA WARLORDS : FLEET PRINTER : TEXT EXPORT


Dual VSD Quasar
Author: Admiral Attackbar

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

Victory I-Class Star Destroyer (73 points)
- Warlord ( 8 points)
- Captain Needa ( 2 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)
- Expanded Launchers ( 13 points)
= 107 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Dominator ( 12 points)
- The Grand Inquisitor ( 4 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 143 total ship cost

Quasar Fire II-class Cruiser-Carrier(61 points)
- Pursuant ( 2 points)
- Agent Kallus ( 3 points)
- Flight Controllers ( 6 points)
- Ruthless Strategists ( 4 points)
- Point-Defense Reroute ( 5 points)
= 81 total ship cost

1 Valen Rudor ( 13 points)
5 TIE Fighter Squadrons ( 40 points)
1 "Howlrunner" ( 16 points)

I see what you are trying to do with Warlord and I like it in theory. Two double hit reds and 5 rerolled blacks out the front would be a painful hit. However, Warlord without a way to reliably generate accuracies is a very expensive gamble. You are hoping that out of 3 red dice 1 gets that 12.5% chance of accuracy. With Warlord on a VSDII at least you can correct a blue dice acc in case you roll more than you want, letting it function situationally as either a psuedo TRC or limited SW7. If you add in Jonus or H9 to the equation it changes things a bit, but I don't think I would run it on a Vic-1 without Jonus.

Similarly, unless you are planning on dropping to 0, Grand Inquisitor on a Vic is a pretty big waste. Their move chart isn't big enough for it to have any large effect on the battle.

Finally, there is really no reason for the Quasar here. Especially as a ruthless platform while you have all flimsy squads that are going to be fodder after the alpha anyway. I mean sure it's a nice alpha, but its 150 points dedicated ultimately to a single alpha of 3 hull fighters that will 100% die in the counter attack if you send them in and then follow it up with ruthless strategists flak. You might burn down a fairly good portion of their squads, but then you have an 81 point liability running around not contributing rounds 3-6. I just can't but think that 3 trim gozantis (78pts, versus the 81 you have on the quasar now) wouldn't do a better job pushing the screen, especially if you bulked up the screen to include Ciena and 2 Interceptors instead of the 5 ties. You lose a deploy, but Howlrunner boosted counter will make up for the dice lost from FC. This also pumps your activation count way up letting those beefy but far from invincible VSD's hopefully stay out of harms way long enough to punch first.

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Edited by schmidty1701

I tried a fleet like this, it's terrible. The VSD don't have the mobility to defend the Quasar which in turn can't activate squadrons withiut exposing itself too much. Any MSU list tears them apart even with Jerry. And any big ship tears apart it too.

In short: they just don't work at all together. Add another VSD or reduce to two Gozantis and it makes the list better instantly.

Edited by Norell