So, I've been quite vocal about my negative view of the VSD (not agile enough, not punchy enough, not as tough as we make it to be). Yet, some people pointed that they still made descent combat carrier, as they were always ment to be since game launch.
Ok. So combat AND carrier. Wanted to try to do that. And, because I'm a nerd with love for Star Wars' fluff, I'd like to have my swarm of Tie to go along. This is the result:
Blue Man's Group
Author: Coranhann
Faction: Galactic Empire
Points: 399/400
Commander: Grand Admiral Thrawn
Assault Objective: Blockade Run
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory
[ flagship ] Victory I-Class Star Destroyer (73 points)
- Grand Admiral Thrawn ( 32 points)
- Minister Tua ( 2 points)
- Reinforced Blast Doors ( 5 points)
- External Racks ( 3 points)
= 115 total ship cost
Victory I-Class Star Destroyer (73 points)
- External Racks ( 3 points)
= 76 total ship cost
Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- External Racks ( 3 points)
= 81 total ship cost
Gozanti-class Cruisers (23 points)
= 23 total ship cost
1 "Howlrunner" ( 16 points)
8 TIE Fighter Squadrons ( 64 points)
1 Lambda-class Shuttle ( 15 points)
1 Black Squadron ( 9 points)
= 104 total squadron cost
Fleet created with Armada Warlords
General idea is:
1 - Slow roll fast fleet that need to engage me. Go "fast" (speed 2) on fleet that play red dices. Demo navigates around the side of the field for targets of opportunities.
2 - Use tie swarm to win the squadron game and ping ships afterward.
3 - Thrawn will probably be set to "Squad/Squad/Navigate", or more simply triple Squad command.
I'm concerned about 2 things:
A - VSD are still too slow to jump on anyone. They might punch one Cymoon in the teeth, but a MC80 will evade them easily. I'm not worried about Raddus bomb, if I remember to play my tie in a way preventing it to drop in black dice range.
B - Even if I manage to win the squadron game, I can lose 120 pts by the end of the game with two or three lucky flakk sessions from my opponent.