Fun With Vics

By RedDogReb, in Star Wars: Armada Fleet Builds

For some reason I tend to like ships which aren't competitive (I like the B wings in X-wing for example).

In Armada, I play Imperials, so the VSD has my attention.

Here's a list I've put together to use the three I have:

Victory 2

Moff Jerjerrod

Minister Tua

Gunnery Team

Disposable Capacitors

Spinal Armament

Leading Shots

ECM

Victory 2

Gunnery Team

Disposable Capacitors

QBT

Victory 2

Gunnery Team

Disposable Capacitors

QBT

Gozanti

CommsNet

Ciena Ree

Valen Rudor

Assault - Opening Salvo

Defence - Contested Outpost

Navigation - Solar Corona

395 Point

So I have five points for a small bid, or to buy something (Leading Shots for one of the VSDs?).

What would you suggest?

Is it worth dropping anything (a VSD or three is not an option before anyone suggests that!)

Also, really appreciate comments on the choice of objectives. Are these suitable? I'm happy with Solar Corona, but not sure about the other two.

Idea here is to start together in one corner and try to turn the game so its played up and down the long edges rather than the short ones as normal. With Jerry, and a Manoeuvre dial the VSD can turn 90% at speed 2, so I think its possible.

With the flagship set in the middle to take advantage of max firing arcs, flanked by the other two, with Gozantis behind buffing where needed. Once turned 90 degrees so now flying up the table rather than across it, slow down to Speed 1 to take advantage (hopefully) of QBTs.

IMO the limited manoeuvrability of the VSD becomes less of an issue playing in this way while more manoeuvrable ships will have less space to do their shenanigans

Thoughts?

You could have qbt+ls on all of them

I did a 3 VSD, small interceptor screen with Thrawn list. Did ok but suffered against small nimble ships as expected.

Actually, I think it almost won the game. But it was close.

I imagine it would not do well against a heavy bomber list.

What about a Gozanti, pair of VSD2s and an Arquitens with Needa/TRC. It frees up a chunk of points for extra fighters.

The Arquitens can still contribute to long range fire and may be a better flagship to protect Moff JJ by yawing twice away from threats at any time whilst you orbit the battle. If you go for this you can drop TUA/ECM for RBDs on it.

VSD's enjoy having Hyperspace Assault, helps get away from some of the issues they have with positioning/manoeuvring.

Opening Salvo is fine, but don't be surprised if you're giving up a lot of points each game from damaged VSDs. Most Wanted can help them all pick on a single target (and you can hide your Gozanti). Maybe consider Close Range Intel as you're throwing decent dice at long range and your opponent doesn't have many ECMs to worry about on your Vics so is likely to be spending any accuracies they roll to target your brace instead of spending for points. Especially good if you can fit Captain Jonus into your list! Plus dust clouds can help protect the vulnerable flanks of your VSDs.

Vic 2s with D-Caps, QBTs, and Leading Shots has plenty of oomph if they're in position so I'd agree with @Green Knight on bringing them on all if you can.

Keep rocking out with those VSDs, they're good stuff.

Throwing in the hat with the QBT+leading shots people.

It's amazing hits hard in every direction and at all ranges!

Thanks everyone for the comments and help.

So a revised list as follows:

Vic2, Jerry, Minister Tua, Gunnery Team, D Caps, QBT, LS, ECM

Vic2, GT, D Caps, QBT, LS

Vic2, GT, D Caps, QBT, LS

Gozanti, Comms Net

Ciena Ree, Valen Rudor

Most Wanted / Hyperspace Assault / Solar Corona

400 points exactly.

By way of explanation for my initial build, I had tried a semi-thematic build in that the flagship might have more armament than the others, so Spinal Armament and Leading Shots.

As a game build though, I think you're right that the revised one will be more powerful.

I'll see if I can get a couple of games in over the next week or two to see.

This above is the basic triple vic list these days.

The key is to slow roll these ships and try to capitalize on the objectives. And, like with dual ISDs, never ever separate your ships! The moment you do it you lost. Bit the combined front arc of 3 dcaps GT VSD will everyone make cautious enough to delay engagement to at least round 3.

Bonus idea: use objectives with dust fields! In my experience the opponent will always hide a few his ships behind them, fearing your dcaps front arcs. But you're actually the one defending yourself from multiple attack, extending the lifespan of your ships with every turn.

And finally, you WILL lose a VSD. So make sure you kill stuff.

14 hours ago, RedDogReb said:

Thanks everyone for the comments and help.

So a revised list as follows:

Vic2, Jerry, Minister Tua, Gunnery Team, D Caps, QBT, LS, ECM

Vic2, GT, D Caps, QBT, LS

Vic2, GT, D Caps, QBT, LS

Gozanti, Comms Net

Ciena Ree, Valen Rudor

Most Wanted / Hyperspace Assault / Solar Corona

400 points exactly.

By way of explanation for my initial build, I had tried a semi-thematic build in that the flagship might have more armament than the others, so Spinal Armament and Leading Shots.

As a game build though, I think you're right that the revised one will be more powerful.

I'll see if I can get a couple of games in over the next week or two to see.

This is about as good as a tri-Vic-II list gets.

It has decent yaw (for a Vic list), but suffer from a lack of speed. Hard turning won't really let the 3rd Vic out on the inactive flank get back into the game. It's still limited by speed.

The relative lack of activations is another problem. Four is just really low.

There is no bid, but at least the objective selection is good, if not amazing (but there are really no better objectives).

It's definitely worth trying out.

1 hour ago, Norell said:

This above is the basic triple vic list these days.

The key is to slow roll these ships and try to capitalize on the objectives. And, like with dual ISDs, never ever separate your ships! The moment you do it you lost. Bit the combined front arc of 3 dcaps GT VSD will everyone make cautious enough to delay engagement to at least round 3.

Bonus idea: use objectives with dust fields! In my experience the opponent will always hide a few his ships behind them, fearing your dcaps front arcs. But you're actually the one defending yourself from multiple attack, extending the lifespan of your ships with every turn.

And finally, you WILL lose a VSD. So make sure you kill stuff.

IT'S A TRAP!

Dust fields can be really dangerous if u run into squad heavy: sure, they can't shoot your ships with ship, but on the other hand they too hide behind the dust while your ships are eaten by bombers....

Noob question, I've heard the term "slow roll" before, and its used above.

What does this mean/How does it work?

(OK that's two questions)

Speed 1/0 generally in formation.

Make the enemy come to you.

@Drasnighta thanks. That is my intention.

Hoping that Hyperspace Assault is chosen (I expect to go second), if it isn't then I'll set up in one corner and have the Vics swing through 90 degrees in formation so that the game is played in the same orientation at HA.

After that slow down and see if the Dice Gods smile kindly!

36 minutes ago, RedDogReb said:

Hoping that Hyperspace Assault is chosen (I expect to go second), if it isn't then I'll set up in one corner and have the Vics swing through 90 degrees in formation so that the game is played in the same orientation at HA.

I've found that people rarely choose Hyperspace against VSDs, they're too dangerous when they show up at-will. I'd say expect to play a lot of Solar Corona. That normally means you'll see your opponent deploy close to centre, which will be fine running things like you say, starting all in one corner then rotating your formation.

Played my first game using this list last night, against my son's rebels.

He had the following ships (I don't have details of all the upgrades, but will edit in due course)

Pelta, Shields To Maximum, Boosted Comms, veteran Captain

Nebulon B, Redemption

GR75, Comms Net

MC80, Engineering Team, Gunnery Team, Inte3l Officer, Leading Shots, Spinal Armament, XI7 Turbolasers, Endeavour, Leia.

X Wing, Rogue Squadron, Y Wing, Gold Squadron, Shara Bey

We played Solar Corona (you were right @Akhrin on two counts - This objective and he did deploy centrally!).

Narrow loss for me, but usually takes me 2/3 games to get used to a list. His Liberty was very tanked up.

Slight deployment error on my part - Forgot that the outer ship would take longer to get into line!

Enjoyed playing them and the QBTs really made him slow down to match my speed.

I lost one VSD early on to combined rebel firepower. I got the Nebulon later but couldn't quite get the Pelta.

What was interesting was our post game discussion. If the game had continued for 2/3 more turns, my son felt that I would have won. My two remaining VSDs were at the side of his Liberty so I could maximise/concentrate my firepower but nullified his massive front arc.

Despite losing this is a list, I like the feel of it and will definitely play it again. I might have a look for a different blue objective other than Solar Corona. While I like it, I wonder if something else would allow me to deploy in the same way, yet my oppo be either at the diagonally opposite corner or spread across his deployment zone.

If the former, then I have time to execute my turning manoeuvre, if the latter then my three combat ships are facing one or two and I can focus him down before the rest of his fleet comes to play (or his ships are running back to mummy!).

Edited by RedDogReb

When playing Solar Corona as second player place a nice pile of asteroids and debris in the middle of the board in front of where your son deployed his ships. This can encourage the enemy to deploy 12" to one side of the obstacles giving you the opportunity to then go "Up-Sun" on the other side with a little more distance and time to complete your wheel and maybe bank a few tokens.

Have you thought of Salvage run? It is a little crowded with obstacles but you have Moff JJ and can place dust fields on your side as easy ones to move through and grab 80 points worth of tokens. Then just keep your front towards enemy (as the Claymore instructions say) and shoot anything that approaches or take the 7-4.

16 hours ago, Mad Cat said:

When playing Solar Corona as second player place a nice pile of asteroids and debris in the middle of the board in front of where your son deployed his ships. This can encourage the enemy to deploy 12" to one side of the obstacles giving you the opportunity to then go "Up-Sun" on the other side with a little more distance and time to complete your wheel and maybe bank a few tokens.

Have you thought of Salvage run? It is a little crowded with obstacles but you have Moff JJ and can place dust fields on your side as easy ones to move through and grab 80 points worth of tokens. Then just keep your front towards enemy (as the Claymore instructions say) and shoot anything that approaches or take the 7-4.

My fear with Salvage Run is going up against someone with a Strategic-heavy list (particularly Imps with Squall), while I think @RedDogReb only has Valen/Ciena to try to slow them down. When I've got a little Strategic of my own and there's no other choice jumping out at me though I'd totally agree, Salvage Run tends to become my go-to over Solar Corona for a safe control-the-matchup mission.

As to the obstacles on Solar Corona I'm with you 100% on that, you know your opponent wants to deploy in the middle to respond to whichever side you put the Corona on, so by putting some nasty obstacles in the way of that you can disrupt their formation and help the VSDs isolate ships to bully a bit.

16 hours ago, RedDogReb said:

Enjoyed playing them and the QBTs really made him slow down to match my speed.

I've certainly found they can be more useful for that than the potential extra dice! People will go to great lengths not to give you that one extra dice. Especially true when you're still at long range and they want to deny Leading Shots.

@Mad Cat @Akhrin yes my asteroid placement was 'sub-optimal' to say the least. Lesson learned!

And the only squadrons I have are Ciena Ree and Valen Rudor.

I've updated my sons list with full details.