Starting out: Imperial VSD list

By Vaaish, in Star Wars: Armada Fleet Builds

Hey all,

I just purchased the core box set after everyone around here has been telling me for months what a great game this is. I come from a hardcore BFG background so the idea of BFG with Star Wars is pretty appealing. :) Anyway, I figure at some point I need to expand past the box set and I like Imperials. I also don't really like wasting models so I'm trying to build a list around the VSD and I thought I'd see if what I came up with is at least functional. I'd love some feedback on this:

Faction: Imperial
Commander: Admiral Ozzel 
Assault: 
Defense: 
Navigation: 
Victory I (73)
• Admiral Ozzel (20)
• Skilled First Officer (1)
• Quad Battery Turrets (5)
= 99 Points 

Raider I (44)
• Ordnance Experts (4)
• External Racks (3)
= 51 Points 

Raider I (44)
• Ordnance Experts (4)
• External Racks (3)
= 51 Points 

Arquitens Light Cruiser (54)
• Skilled First Officer (1)
• Enhanced Armament (10)
= 65 Points 

Arquitens Light Cruiser (54)
• Skilled First Officer (1)
• Enhanced Armament (10)
= 65 Points 

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points 

Squadrons:
• 5 x TIE Fighter Squadron (40)
= 40 Points 
Total Points: 396

My plan is to keep the fighters with the Raiders and use them to tarball enemy squardons for the raiders flak with the help of the Gonzanti to send orders and tokens. Ozzel is to give me more speed flexibility and the arquitens to escort the VSD and tag things. I may swap out the Enhanced Arms for dual turbolasers to get some points back and take motti instead.

DTT rather than Enhanced armament makes sense. Put External racks on the VSD and APTs on the raiders. One of the raider titles that lets you pin fighters in place (I forget its name) could help and if you go for this maybe the Flechettes and agent Kallus on it could be fun.

I would also get rid of Ozzel for Jerjerrod to let the slow VSD and the predictable Arquitens turn like mad.

Thanks for responding. I've been going back and forth on DTT and Enhanced armament, but I can't understand why DTT is good. It saves 5 points each and I get an extra red, but I have to remove a die from the attack pool which would seem to undo the benefit of the card. EA gives me a fixed +1 red dice with no loss. It would seem to me having 4 reds on the side arc would be pretty beneficial with the Arquitens turning.

I also don't understand how Jerjerrod is useful with lighter ships. Trading a damage point for movement seems like a very bad idea when I only have 5 hull to start with. Ozzel seems to give me flexibility in placement by letting me keep things at speed 1 or 2 and staying pretty maneuverable until I can punch it forward. That also seems useful if I get the Gonzanti dropping off nav tokens.

35 minutes ago, Vaaish said:

Thanks for responding. I've been going back and forth on DTT and Enhanced armament, but I can't understand why DTT is good. It saves 5 points each and I get an extra red, but I have to remove a die from the attack pool which would seem to undo the benefit of the card. EA gives me a fixed +1 red dice with no loss. It would seem to me having 4 reds on the side arc would be pretty beneficial with the Arquitens turning.

I also don't understand how Jerjerrod is useful with lighter ships. Trading a damage point for movement seems like a very bad idea when I only have 5 hull to start with. Ozzel seems to give me flexibility in placement by letting me keep things at speed 1 or 2 and staying pretty maneuverable until I can punch it forward. That also seems useful if I get the Gonzanti dropping off nav tokens.

Remember that you're not necessarily taking a damage card with Jerjerrod. You're taking a damage, which you can take on any available shields.

45 minutes ago, Vaaish said:

I've been going back and forth on DTT and Enhanced armament, but I can't understand why DTT is good. It saves 5 points each and I get an extra red, but I have to remove a die from the attack pool which would seem to undo the benefit of the card. EA gives me a fixed +1 red dice with no loss. It would seem to me having 4 reds on the side arc would be pretty beneficial with the Arquitens turning.

Because, statistically, you will roll a blank with four red dice. When you do, you’ve achieved the same effect as DTT for twice the cost. The dice control of DTT is usually equivalent to adding dice, given the Arquitens’ unreliable attack pool.

As Arquitens are fragile side arc ships, they should usually have one side turned away from the enemy as they flank. That’s the “JJ tax side” for two rounds.

So the dice I remove can come from any facing? Or does it get removed after I roll so I can remove a blank?

Just now, Vaaish said:

So the dice I remove can come from any facing? Or does it get removed after I roll so I can remove a blank?

The dice is removed after you roll. Which also means even if you don't roll any blanks, it's wise to fish for a double hit for your last attack. It technically even works on flak, when you really need it to. ;)

3 hours ago, The Jabbawookie said:

The dice is removed after you roll. Which also means even if you don't roll any blanks, it's wise to fish for a double hit for your last attack. It technically even works on flak, when you really need it to. ;)

Are you also saying that I can choose to use DTT after I've made my attack rolls?

1 hour ago, Vaaish said:

Are you also saying that I can choose to use DTT after I've made my attack rolls?

Whichever attack roll you use it on.

1. Declare attack (hull zone shooting/receiving.)

2. Roll dice.

3. Use rerolls/ modification. You may use DTT at any point, but you can’t split the steps (i.e. add, modify then remove.)

4. Your opponent modifies dice (Lando, Brunson etc.)

Ok, that makes sense, thanks! The card says Exhaust rather than discard when I use it, does that mean I can use it once per turn or are those terms used interchangeably?

Exactly right, once per turn.

I begin to see the utility of dtt. Thanks!

On 2/16/2018 at 4:37 AM, The Jabbawookie said:

Because, statistically, you will roll a blank with four red dice. When you do, you’ve achieved the same effect as DTT for twice the cost. The dice control of DTT is usually equivalent to adding dice, given the Arquitens’ unreliable attack pool.

As Arquitens are fragile side arc ships, they should usually have one side turned away from the enemy as they flank. That’s the “JJ tax side” for two rounds.

This. DTT is almost always a plus to red dice ships that usually hit at long range for single shot. Also depends on how confident you are of your red dice rolls :P While it does not push up the max damage like dice-adders, it is a consistency upgrade that saves on points.

On 2/16/2018 at 3:44 AM, Vaaish said:

Thanks for responding. I've been going back and forth on DTT and Enhanced armament, but I can't understand why DTT is good. It saves 5 points each and I get an extra red, but I have to remove a die from the attack pool which would seem to undo the benefit of the card. EA gives me a fixed +1 red dice with no loss. It would seem to me having 4 reds on the side arc would be pretty beneficial with the Arquitens turning.

I also don't understand how Jerjerrod is useful with lighter ships. Trading a damage point for movement seems like a very bad idea when I only have 5 hull to start with. Ozzel seems to give me flexibility in placement by letting me keep things at speed 1 or 2 and staying pretty maneuverable until I can punch it forward. That also seems useful if I get the Gonzanti dropping off nav tokens.

EA and Spinals are usually more worth their cost when you can make more opportunities to fire them twice(ackbar slash(firing on targets left and right), Gunnery Teams). Else Slaved Turrets does the same for cheaper for single shot ships. If the kitty isn't going to ackbar slash then Slaved are a more viable option for +1. However DTT keeps the option for a second attack open, if needed, while actually having the same average expected damage as a +1 upgrade:

https://community.fantasyflightgames.com/topic/233923-does-one-reroll-result-in-the-average-damage-of-dice-pool-1/

Edited by Muelmuel

Ok so to update this, here's the list now:

Faction: Galactic Empire 
Points: 397/400 
Commander: Moff Jerjerrod 
Assault Objective: Most Wanted 
Defense Objective: Contested Outpost 
Navigation Objective: Solar Corona 

[ flagship ] Victory I-Class Star Destroyer (73 points)
-  Moff Jerjerrod  ( 23  points) 
-  Skilled First Officer  ( 1  points) 
-  Quad Battery Turrets  ( 5  points) 
= 102 total ship cost 

Arquitens-class Light Cruiser (54 points)
-  Skilled First Officer  ( 1  points) 
-  Dual Turbolaser Turrets  ( 5  points) 
= 60 total ship cost 

Arquitens-class Light Cruiser (54 points)
-  Skilled First Officer  ( 1  points) 
-  Dual Turbolaser Turrets  ( 5  points) 
= 60 total ship cost 

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

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

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

6 TIE Fighter Squadrons ( 48 points) 

I've swapped out Ozzel for Jerjerrod, replaced EA on the Arquitens with DTT, and added a tie squadron to get it to an even 6. I didn't add External Racks to VSD or APT on the Raiders. I expect the raiders to be pretty squishy and don't want them too expensive and I don't expect the VSD to get much in the way of black dice use.

Edited by Vaaish

@Vaaish Disposable capacitors on a VSD 1 is pointless. Quad battery turrets work at all ranges.

You're right, I added them in by accident. :(

You could slap Ordnance Pods for better Anti Squadron if you want aren't using the ordnance slot.

Maybe, I don't see any better options unless I just have a minimal bid. Didn't see that option in the warlords fleet builder. They must not have added it.