Does this look dangerous? (Jerry raider spam with Dominator)

By Deadshane, in Star Wars: Armada Fleet Builds

Jerrjerrod Raider spam (398/400)
===============================
Victory II-class Star Destroyer (85 + 60)
+ Moff Jerjerrod (23)
+ Taskmaster Grint (5)
+ Gunnery Team (7)
+ Disposable Capacitors (3)
+ SW-7 Ion Batteries (5)
+ Quad Battery Turrets (5)
+ Dominator (12)
Raider II-class Corvette (48 + 19)
+ Gunnery Team (7)
+ Disposable Capacitors (3)
+ Heavy Ion Emplacements (9)
Raider I-class Corvette (44 + 7)
+ Ordnance Experts (4)
+ External Racks (3)
Raider I-class Corvette (44 + 7)
+ Ordnance Experts (4)
+ External Racks (3)
Gozanti-class Cruisers (23 + 4)
+ Repair Crews (4)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
4 x Tie Fighter Squadron (4 x ?
Most Wanted
Contested Outpost
Salvage Run

Using the tactics on "Cannot get your ship out" for raiders....basically, dont rush it. Hyper maneuverable Raiders with Jerry piloted Dominator. Dominator spams repair with Grint lending tokens to same.

Dominator? Yes, expensive...overpriced even, but still dangerous. That build is about as efficient as can be. I suppose you could get a cymoon or Imp 2 at the same cost...but they wouldnt be as resiliant or stacked with reliant firepower...much less gunnery teams.

What say you?

I would swap out those 32 points of TIEs for Valen & Cienna at 30. It's not like having 4 TIEs is going to lock down that much compared to the 2 aces, and with brace/scatter/obstruction, they'll probably live longer. I'm not a huge fan of SW-7s. There's typically a better use of an accuracy than a damage. I would probably put HIE on the VSD-2, though if you wanted LS I would argue. You stated you wanted Dominator, so I won't say it's not worth the points. I question the single R2 with HIEs... but if you are to use it, I would recommend Veteran Gunners instead of GTs... You'll want to choose a target to activate HIEs on... you don't want to have to randomly have it happen based on whether it strikes the first ship or second ship. Presumably Grint is there to help you get 6 engineering points compared to the standard 4... I think you'd be better served by Tua and a defensive upgrade. My go to is ECMs, but you could make a case for RBD or EWS. EWS would allow you to drop a die from each incoming attack... which is basically equivalent to the shield gained by Grint anyways... Assuming you get at least 1 attack. And ECMs will definitely outweigh the benefits of grint imo. Plus you have a comms net to pass you a repair token anyways, so no need for him.

Putting it all together, you run out of points, so I would switch the R2 to another R1... And this leaves you enough points to add Brunson, Montferrat, and Hondo to the three Raiders, making two of them harder to kill, and the 3rd providing another engineering token (or emergency nav token) to the VSD as needed. I would also recommend station assault as your red. That way all three objectives are about the stations, putting your opponents fleet on a telegraphed trajectory, making it easier for your VSD to stay in the fight.

VSD2
Jerry
Tua
GT
Dcaps
HIE
QBT
Dominator
ECM

R1 x3
Brunson / Montferrat / Hondo
OE
ExRacks

Goz
Comms

Goz
Repair

Valen
Cienna

Station Assault
Contested Outpost
Salvage Run

Kyros beat me to it. I agree with his suggestions. If you wanted to keep one of the Raiders as a II version, I could see Screed being a very decent alternative, especially as the QBTs on the Vic are more reliable at speed 1 while I feel like JJ prefers his Victories to run at speed 2.

I know Im gonna be laughed at for this...but Tua/Redundant Shields on Dominator.

The changes you guys suggested, left the points. Fire with Dominator bonus twice a turn, comms net a repair, and bring back 4 shields a turn on Dominator.

If any ship i the game wants redundant shields....its Dominator.

Jerjerrod Raider spam (400/400)
===============================
Victory II-class Star Destroyer (85 + 66)
+ Moff Jerjerrod (23)
+ Minister Tua (2)
+ Gunnery Team (7)
+ Disposable Capacitors (3)
+ SW-7 Ion Batteries (5)
+ XI7 Turbolasers (6)
+ Dominator (12)
+ Redundant Shields (8)
Raider II-class Corvette (48 + 17)
+ Veteran Gunners (5)
+ Disposable Capacitors (3)
+ Heavy Ion Emplacements (9)
Raider I-class Corvette (44 + 7)
+ Ordnance Experts (4)
+ External Racks (3)
Raider I-class Corvette (44 + 7)
+ Ordnance Experts (4)
+ External Racks (3)
Gozanti-class Cruisers (23 + 4)
+ Repair Crews (4)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Ciena Ree (17)
Valen Rudor (13)
Contested Outpost
Salvage Run
Station Assault

After some playtesting I may consider dropping SW7's for HIE and another RaxxRaider. SW7's though, especially here with XI7's, can be situationally devestating, especially with lack of leading shots and potential roll of 5+accuracies.

Edited by Deadshane

Fuuny thing is....on the point of Station centric missions...Vics are slow, but with Jerry can maneuver so that enemy must point toward stations to win....Vic might be able to flank!

hmmmmm......

34 minutes ago, Deadshane said:

After some playtesting I may consider dropping SW7's for HIE and another RaxxRaider. SW7's though, especially here with XI7's, can be situationally devestating, especially with lack of leading shots and potential roll of 5+accuracies.

You realize the flaw in your reasoning there? SW7s can be really good because you don't have Leading shots... Or you could just take Leading Shots for 1 point less :).

@Deadshane noob here, butting in. Never tried the Dominator title before, but can see some synergy with redundant shields like you suggest. However looks pricey to me, and I wondered how you would judge whether you have got the point back on this? How can you tell if it has punched below/at/above its weight?

I want to try it out, but also want to have an idea of how it needs to perform in my inept hands.

Thanks.

Dominator and redundant absolutely overpriced.

....but that makes for an original list. If all the cogs and gears rotate in time, its fun and Im down.

Maybe Redundant shields works really well here and keeps Dominator shooting when things get close and dirty.

As it is, this Vic turns on a dime and can be healed 4 shields and 1 hull a turn while blasting away with 3 red 5 blue needing minimum rerolls and consistant high damage without the need to give up a single dice for rerolling (leading shots).

I think it can work well with raiders properly flown and interfering.

We will see. Overpriced? No arguement here, but you can do some cool stuff. could be fun.