Dual VSD, Dual Gladiator?

By ShoutingMan, in Star Wars: Armada Fleet Builds

I'm intrigued by the idea of a Dual Victory Star Destory, Dual Gladiator fleet. I've doodled on it a bit, and I think it's pretty decent...unless my opponent brings a bomber squadron and then I'm in trouble. I haven't yet played with going to 2xVSD-I to add a couple more squadrons. The obvious difficulty with that is having no blue dice.

Has anyone flown a 2xVSD + 2x GSD fleet? What was the fleet? How did it work?

Jerjerrod - Dual VSD, Dual Glad
Author: ShoutingMan

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Dominator ( 12 points)
- Engineering Captain ( 6 points)
- Leading Shots ( 4 points)
= 130 total ship cost

Victory II-Class Star Destroyer (85 points)
- Engineering Captain ( 6 points)
- Leading Shots ( 4 points)
= 95 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 83 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Insidious ( 3 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 76 total ship cost

2 TIE Fighter Squadrons ( 16 points)

If you could find a way to get Gunnery teams and dcaps onto those Vic’s it would go a long way in softening up targets for the glads to come in and finish off

What about this? As you mentioned you will struggle vs heavy bombers, but hopefully with the dcaps and Gunnery teams you could pop some flotillas or even small/medium carriers before they do too much damage

2 Vic 2 Glad (398/400)

Empire

Commander: Moff Jerjerrod

[flagship] Victory II-class Star Destroyer (85)

- Moff Jerjerrod (23)

- Leading Shots (4)

- Disposable Capacitors (3)

- Quad Battery Turrets (5)

- Gunnery Team (7)

= 127 total points

Victory II-class Star Destroyer (85)

- Leading Shots (4)

- Disposable Capacitors (3)

- Quad Battery Turrets (5)

- Gunnery Team (7)

= 104 total points

Gladiator I-class Star Destroyer (56)

- Demolisher (10)

- Assault Proton Torpedoes (5)

- Engine Techs (8)

- Ordnance Experts (4)

= 83 total points

Gladiator I-class Star Destroyer (56)

- Insidious (3)

- Assault Proton Torpedoes (5)

- Ordnance Experts (4)

= 68 total points

Squadrons (16/134):

2x Tie Fighter Squadron (16)

Warlord Kallus H9 or Glad-IIs can help cover the squad weakness, if you have the points.

Its a big investment, but warlord H9 can add a red dice with Kallus then turn a red hit, crit into an acc with h9 and then accs into a double hit with Warlord for (hopefully) either 2 dmg with an acc or 3 dmg vs all squads in arc. It's usually enough of a deterrent when stacked with other AA that squads have to stay arms length.

I like the idea of Agent Kallus; he helps for those uniques. Although the last time I equipped, my friend failed to bring any named or unique squadrons! And Kallus doesn't help against the squadrons of Y-Wings or B-Wings behind a unique leader.

I'm intrigued by Warlord H9 for general use. I haven't played that combo.

59 minutes ago, MandalorianMoose said:

What about this? As you mentioned you will struggle vs heavy bombers, but hopefully with the dcaps and Gunnery teams you could pop some flotillas or even small/medium carriers before they do too much damage

Quote

- Leading Shots (4)

- Disposable Capacitors (3)

- Quad Battery Turrets (5)

- Gunnery Team (7)

The set of Leading Shots / Dis Cap / QBT / Gunnery Team is an interesting set. I'm going to file that away to try later. I've tuned the fleet as follows. I cut out another 14 points to afford Ciena + Valen; that gives me a real obstacle to a bomber wing. Though I'll struggle if my opponent brings 134 points of squadrons.

Likewise Warlord + H9.

This is what I've got now. Need to review and revise further later tonight or tomorrow before the game. But I think I'm going to fly a 2x2 fleet. :)

Jerjerrod - Dual VSD, Dual Glad


Author: ShoutingMan

Faction: Galactic Empire
Points: 396/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory


[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Dominator ( 12 points)
- Engineering Captain ( 6 points)
- Leading Shots ( 4 points)
= 130 total ship cost


Victory I-Class Star Destroyer (73 points)
- Defense Liaison ( 3 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 85 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)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 76 total ship cost


1 Ciena Ree ( 17 points)
1 Valen Rudor ( 13 points)

They work great together :) i play Warlord, H9, Leading Shots, Dis Cap, Gunnery Team. Leading shots any misses, h9 a hit to double hit vs ships or guarentee the kill on a flotilla.

Gunnery Teams lets you hit 2 ships or flak and hit ships in the same arc so they cant hide in an arc.

Its kind of a glass cannon so you have to support it, but it's balanced offensively and puts out a lot of hate. While Kallus doesnt do anything against generics, generics ALSO dont have tokens and are therfore generally already more susciptible to flak.

Kallus Glad-II's are dangerous as well, for 2 blue and a black flak with oe rerolls on the black. Overall the double chance at an acc helps push damage against scatters.

Revised the flagship VSD to use the Warlords / H9 instead of Dominator. Everything else stays the same, and I no longer have any bid. I can't make many other changes and keeping the Ciena+Valen pair, which is hedging my bets with this fleet. I have to try the other ideas on the next fleet. :)

20180114/B - Jerjerrod, Dual VSD, Dual GSD

Author: ShoutingMan

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory


[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Warlord ( 8 points)
- Engineering Captain ( 6 points)
- H9 Turbolasers ( 8 points)
- Leading Shots ( 4 points)
= 134 total ship cost


Victory I-Class Star Destroyer (73 points)
- Defense Liaison ( 3 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 85 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)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 76 total ship cost


1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)

I’ve played 2vic, 2 glads. I’m still pretty green and although I lost the mission if it were a fight to the death I would have won.

Yeah! First post :D

Really useful discussion with a couple of really good ideas. I just got 2 starter kits (imperial side only), 2 glads and 2 fighter squadrons from a friend, and was looking for ideas to test in my local game store.

Keep posting! :D

I really like Warlord and H9; guaranteed hits. I didn’t use Leading Shots at all. I need to try a different squadron dual. My opponent got the jump on me, engaged Ciena and Valen separately with careful squadronation, and took them out of the fight.