Victory Class Star Destroyer Only. Officer.

By Fuzzywookie, in Star Wars: Armada

8 hours ago, bleachorange said:

Honestly, I just want something imperial that can fight and go speed 3 in the 70 point range. Whether that means a fix or a new ship, I care not. I never play the victory as-is because I think it sucks and don't want to spend even more points to halfass fixing bad ship design. It's allowed to suck if thats what FFG wants. Just give me a different ship that can get the job done.

Never thought I'd get to dig these out again but, I agree. The Imps could use a medium size interceptor.


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or refined through KDY:

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1 hour ago, Darth Sanguis said:

Never thought I'd get to dig these out again but, I agree. The Imps could use a medium size interceptor.


ueBGvSc.png

or refined through KDY:

3806h.jpg 3806h.jpg

3807h.jpg 3807h.jpg


Did you mean this ship? Thats Harrower-class from Swtor. Btw work on those arcs;) the only meaningfull arc is a bit too tight. Actuall I wouldnt mind if the sides had 5 dices and front just 1-2, there is the hangarbay entrance after all.

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Edited by Coldhands
5 minutes ago, Coldhands said:

Did you mean this ship? Thats Harrower-class from Swtor. Btw work on those arcs;) the only meaningfull arc is a bit too tight. Actuall I wouldnt mind if the sides had 5 dices and front just 1-2, there is the hangarbay entrance after all.

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Yup, definitely looks like the Harrower to me as well! Need to get mine back on the table.

8 minutes ago, Coldhands said:

Did you mean this ship? Thats Harrower-class from Swtor. Btw work on those arcs;) the only meaningfull arc is a bit too tight. Actuall I wouldnt mind if the sides had 5 dices and front just 1-2, there is the hangarbay entrance after all.

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It's what inspired my drawing lol Mine started as pizzawedge and went up from there lol

24 minutes ago, Coldhands said:

Did you mean this ship? Thats Harrower-class from Swtor. Btw work on those arcs;) the only meaningfull arc is a bit too tight. Actuall I wouldnt mind if the sides had 5 dices and front just 1-2, there is the hangarbay entrance after all.

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I actually prefer the Neb B style front factor the Interceptors. With that maneuver chart, lining up a shot should not be a problem.

I agree, the Harrower would probably work best as a broadside ship.

On 6/6/2018 at 5:26 AM, Undeadguy said:

Why do you need more than 1 Vic? Do you often run more than 1 ISD? Dual Vics is fun, but the extra Vic is a liability without it's brace. You will be better served running a Glad and a Raider instead.

What if I want all that firepower and hull on a platform for cheaper than the ISD? you said it yourself, it's got ISD-like power on a discount, so why wouldn't I want to multiply that?! Throw on gunnery teams and Intel Officers and I've got some good firepower at the price of a naked ISD! Could tag-team large ships with this combination.

...except I have to give up one of the officer slots just to make the ship workable, and the other dies the moment it engages a large ship with XI7s! At least with the ISD-II/K you have a long/close range option where the brace protection can be an afterthought. I have six of these VSDs, and there seems to be no reason to run more than one.

If the ship were faster, the second row could be committed sooner during the short lifepsan of the ship, or it could be used for flanking with Jerjerrod at not-ponderous speeds. If it had better protection (through brace guarantee or another means) it could actually last as long as the points you put into it and stand a chance against that one upgrade. Right now the ship is too much of a liability beyond being one anchor in your battle-line.

5 minutes ago, Norsehound said:

What if I want all that firepower and hull on a platform for cheaper than the ISD? you said it yourself, it's got ISD-like power on a discount, so why wouldn't I want to multiply that?! Throw on gunnery teams and Intel Officers and I've got some good firepower at the price of a naked ISD! Could tag-team large ships with this combination.

...except I have to give up one of the officer slots just to make the ship workable, and the other dies the moment it engages a large ship with XI7s! At least with the ISD-II/K you have a long/close range option where the brace protection can be an afterthought. I have six of these VSDs, and there seems to be no reason to run more than one.

If the ship were faster, the second row could be committed sooner during the short lifepsan of the ship, or it could be used for flanking with Jerjerrod at not-ponderous speeds. If it had better protection (through brace guarantee or another means) it could actually last as long as the points you put into it and stand a chance against that one upgrade. Right now the ship is too much of a liability beyond being one anchor in your battle-line.

Yea it's clear you didn't read anything else though. Whatever. Continue to think the ship is handicapped and you'll never learn how to play them. I honestly could care less about your constant negative attitude and refusal to learn new concepts. There's no point in discussing anything with you because you won't change any preconceived notion you have about the game.

Take contested outpost. Speed is no longer an issue.

Take Salvage Run. Speed is no longer an issue.

Take station assault. Speed is no longer an issue.

Take Fleet Ambush also btw.

So we all agree that its a beautiful second player ship? Is anyone of you willing to disagree with this?

So the issue is being first player. Well the Vic is also a great trailer, so use it for that and use the rest of your fleet for taking the fight to your opponent.

Solved? Yup

One of my all time favorite fleets has two vics, neither of which have Tua...

Garbage Fleet

Faction: Galactic Empire
Points: 400/400

Commander: Darth Vader

[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Darth Vader ( 36 points)
- 7th Fleet Star Destroyer ( 5 points)
- Strategic Adviser ( 4 points)
- Quad Battery Turrets ( 5 points)
= 162 total ship cost

Victory II-Class Star Destroyer (85 points)
- 7th Fleet Star Destroyer ( 5 points)
- Skilled First Officer ( 1 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
= 99 total ship cost

Victory I-Class Star Destroyer (73 points)
- 7th Fleet Star Destroyer ( 5 points)
- Skilled First Officer ( 1 points)
- Quad Battery Turrets ( 5 points)
- External Racks ( 3 points)
= 87 total ship cost

Gozanti-class Cruisers (23 points)
- Hondo Ohnaka ( 2 points)
- Comms Net ( 2 points)
= 27 total ship cost

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

There is no other way to get that amount of dice flying around while still maintaining 6 activation than with Vics. And funnily enough, the SFO are far more important to getting the Vic's to run correctly than Tua ever could be.

I have yet to lose more than one Victory or the ISD ever in a match. There's just too much hull to chew through before the rerollable dice overwhelm the opponents ships. And even then when you lose one its a sub 100 point ship

Edited by MandalorianMoose
2 minutes ago, Ginkapo said:

Take contested outpost. Speed is no longer an issue.

Take Salvage Run. Speed is no longer an issue.

Take station assault. Speed is no longer an issue.

Take Fleet Ambush also btw.

So we all agree that its a beautiful second player ship? Is anyone of you willing to disagree with this?

So the issue is being first player. Well the Vic is also a great trailer, so use it for that and use the rest of your fleet for taking the fight to your opponent.

Solved? Yup

Blockade Run too. Can't run laterally anywhere the VSD can't get to; can't avoid engagement by camping in the back without giving up victory points.

19 minutes ago, Undeadguy said:

Yea it's clear you didn't read anything else though. Whatever. Continue to think the ship is handicapped and you'll never learn how to play them. I honestly could care less about your constant negative attitude and refusal to learn new concepts. There's no point in discussing anything with you because you won't change any preconceived notion you have about the game.

There's nothing in your statement that can be applied to running multiple VSDs. I don't doubt how good Tua-equipped VSDs are- that they have a guarantee to use the brace makes the ship actually workable. Take Tua out of the equation and can your VSD still do all of those things you say you did? I'm saying this ship requires these two cards to function in a universe where heavy ship massive batteries are vogue.

You can't plop down a list competitively today without considering what to do if you run into one of those, and ECM-less VSDs are easy points. Ergo, there is no reason to run multiple VSDs when Tua can only be put on one of them.

The VSD is my favorite ship, enough that it feels lacking when I'm not taking a fleet of them. But I don't have a strategic answer for the ships that aren't taking Tua, and I've seen these ships go down too easily for me to trust in their ability without her. I really want an excuse to run two of them but the last time I tried it was really tough against certain lists. The final nail in the coffin was a 2x overgunned liberty list padded with Flotillas.

Edited by Norsehound
10 minutes ago, Norsehound said:

The VSD is my favorite ship, enough that it feels lacking when I'm not taking a fleet of them.

This is the issue.

8 minutes ago, Norsehound said:

There's nothing in your statement that can be applied to running multiple VSDs. I don't doubt how good Tua-equipped VSDs are- that they have a guarantee to use the brace makes the ship actually workable. Take Tua out of the equation and can your VSD still do all of those things you say you did? I'm saying this ship requires these two cards to function in a universe where heavy ship massive batteries are vogue.

You could say that about any ship that's around 70+ points naked with no native defensive retrofit. Brunson also works well.

As someone who has run a dual VSD list a few times in Wave 6, I think @Norsehound has a point that running more than one VSD in a wave 7 environment is not as successful as wave 6. Large ships are everywhere, strategic advisor can only be put on large bases, limited number of flotillas incentivized bringing more quality activations, and the VSDs own weaknesses make it a poor option for competitive play when there just are better options on the table especially if you want to bring multiple. And don't get me started on Raddus.

12 minutes ago, TallGiraffe said:

As someone who has run a dual VSD list a few times in Wave 6, I think @Norsehound has a point that running more than one VSD in a wave 7 environment is not as successful as wave 6. Large ships are everywhere, strategic advisor can only be put on large bases, limited number of flotillas incentivized bringing more quality activations, and the VSDs own weaknesses make it a poor option for competitive play when there just are better options on the table especially if you want to bring multiple. And don't get me started on Raddus.

That fleet I posted up there specializes in Raddus

21 minutes ago, Kristjan said:

You could say that about any ship that's around 70+ points naked with no native defensive retrofit. Brunson also works well.

If you're going to run a ship without a great defensive suite, you need to accept that it's expendable. The VSD is too expensive for me to consider expendable.

19 minutes ago, TallGiraffe said:

As someone who has run a dual VSD list a few times in Wave 6, I think @Norsehound has a point that running more than one VSD in a wave 7 environment is not as successful as wave 6. Large ships are everywhere, strategic advisor can only be put on large bases, limited number of flotillas incentivized bringing more quality activations, and the VSDs own weaknesses make it a poor option for competitive play when there just are better options on the table especially if you want to bring multiple. And don't get me started on Raddus.

Right, all the things keep adding up. And while a Tua VSD is an interesting piece (particularly with D-caps since no other ship can project 6 dice downrange without any modifiers), when you have her you can begin to ask yourself if one of the ISDs could do a better job in the role you're kitting the VSD in for.

7 minutes ago, MandalorianMoose said:

That fleet I posted up there specializes in Raddus

Interesting... What's your solution to mass fighter lists, like maximum rogues or a Yavaris player who shoves their fighters out to long range for you to run into after deploying in a corner? What's your deployment strategy if you're going to be out-deployed by a fighter ball surrounding a flotilla?

2x VSDs with an ISD used to be my favorite list to run. Fighters and Ackbar supremacy killed my hope for that list way back in wave 2.

Edited by Norsehound
1 minute ago, Norsehound said:

Interesting... What's your solution to mass fighter lists, like maximum rogues or a Yavaris player who shoves their fighters out to long range for you to run into after deploying in a corner?

2x VSDs with an ISD used to be my favorite list to run. Fighters and Ackbar supremacy killed my hope for that list way back in wave 2.

Blow up the carriers the second they get into range, 7th fleet twice and engineering to move shields on whichever Vic they are targeting makes them very durable. You WILL lose one- I lose one every game. But since they are so lean it is worth it trading for the table.

And the FAQ has only made this an even easier option

14 minutes ago, MandalorianMoose said:

That fleet I posted up there specializes in Raddus

Could you elaborate this? I need some clues to fight Raddus with my triple Cymoon (I did not yet) and all I got is kill the messenger first and/or run speed 3 and save your ***. On paper I think long range juggernauts should perform fine but I fail thinking on specific tactics beyond those I already point out.

Thanks in advance.

1 minute ago, ovinomanc3r said:

Could you elaborate this? I need some clues to fight Raddus with my triple Cymoon (I did not yet) and all I got is kill the messenger first and/or run speed 3 and save your ***. On paper I think long range juggernauts should perform fine but I fail thinking on specific tactics beyond those I already point out.

Thanks in advance.

Keep everything in front of you. Dcap Vic can easily pop whatever flotilla is trying to flank you. Force a drop in your front arcs. Overlapping fields of fire will chew down whatever they drop very quickly. With 2 7th fleets to exhaust even a double arc is hard pressed to kill a Vic without it returning fire first

57 minutes ago, Ginkapo said:

Take contested outpost. Speed is no longer an issue.

Take Salvage Run. Speed is no longer an issue.

Take station assault. Speed is no longer an issue.

Take Fleet Ambush also btw.

So we all agree that its a beautiful second player ship? Is anyone of you willing to disagree with this?

So the issue is being first player. Well the Vic is also a great trailer, so use it for that and use the rest of your fleet for taking the fight to your opponent.

Solved? Yup

It's also a great first player ship. Blow Dcaps at the end of a round, move into medium, and activate first next round. GT let's you get 2 salvos off against 2 targets with no reaction from your opponent. This is why my Vic fleets are 400 points.

1 minute ago, Undeadguy said:

It's also a great first player ship. Blow Dcaps at the end of a round, move into medium, and activate first next round. GT let's you get 2 salvos off against 2 targets with no reaction from your opponent. This is why my Vic fleets are 400 points.

Were playing superior positions and i will take the 6-5. Your move. Rush me bro.

Full disclaimer. That isnt passive agressive. Me and Undead are actually brothers.

Just now, Ginkapo said:

Were playing superior positions and i will take the 6-5. Your move. Rush me bro.

Why would I pick SP? Giving up deployment is terrible and I almost never pick SP or SC. I'd take HSA just to dare you to put the Vic into hyperspace.

Should I dredge up my old Dual VSD Konstantine fleet with Decimator Swarm for Store Champs?

Yeah you really don't need Tua on the Vic... There are tons of other ways (ie tactics upgrades) you can use to increase its survivability... The Vic is good.