VSDII my favorite

By jbc98k, in Star Wars: Armada Fleet Builds

Name: Victory II FT?
Faction: Imperial
Commander: Moff Jerjerrod

Assault: Close-Range Intel Scan
Defense: Contested Outpost
Navigation: Salvage Run

Victory II (85)
• Moff Jerjerrod (23)
• Minister Tua (2)
• Gunnery Team (7)
• Disposable Capacitors (3)
• XI7 Turbolasers (6)
• Leading Shots (4)
• Dominator (12)
• Electronic Countermeasures (7)
= 149 Points

Raider II (48)
• Disposable Capacitors (3)
• Overload Pulse (8)
= 59 Points

Arquitens Light Cruiser (54)
= 54 Points

Quasar Fire I (54)
• Flight Controllers (6)
• Boosted Comms (4)
= 64 Points

Squadrons:
• 4 x TIE Advanced Squadron (48)
• Soontir Fel (18)
= 66 Points

Total Points: 392

I'd drop Overload Pulse for Heavy Ion Emplacements and Dominator for TRCs on the Arquitens.

Overload Pulse bullies the Raider into activating early and Dominator would only be worth it if it worked with DCaps, whichever it sadly doesn't

From the points gained you can upgrade 2 advanced to Tempest squad and Zertik

Also remember, they can hide behind the dustclouds as well as you can

Instead of Salvage Run id take Solar Corona. If you dont have that maybe you can get some use out of Superior Positions.

With that high* bid you have maybe turn the Raider II into a a Raider I with Boarding Trooper and if you'd like proxy in External Racks if you havent got the Hammerhead box. You save some points and headace of using Overload Pulse :)

*note that this is depending on the meta where you are at.

This fleet won't kill anyone. A single Vi with Dcaps has a powerful first punch, but without layering any more punches on it, it won't be enough. The Kitten has the potential of causing 0 damage without rerolls and the Raider has no dice control either to assure the blue crit. And it's too likely to pop.

And then there is the Auasar that doesn't add anything to your fleet. If the enemy comes with squadrons, you won't need that ship other than making an alpha strike. Not eoth only anti-fighter squads in your fleet. If the enemy has no squads your squads won't contribute too much to the battle (no bomber), so again, the Quasar is rather pointless.

So Norell I should not go for the Quad Laser Turrets on my Quasar?

34 minutes ago, jbc98k said:

So Norell I should not go for the Quad Laser Turrets on my Quasar?

Better to just drop the Quasar. It's a laser-focused ship; it commands squadrons and does just about nothing else. If you're investing in something so specific, you'd better have a plan for how those squadrons can be worth their points plus the cost of the carrier in most or all matchups. These aren't enough to really hurt Sloane or Rebel Aces, they don't hit ships very hard and they take up a third of the list. That could be an ISD, or two Arquitens and three TRCs. Or Demolisher and two flotillas for activations.

If you take @R4Pi3R 's advice and add HIEs, I'd drop XI7s since they clash. You could alternatively put HIEs on the VSD with Screed or Vader.

Either way, good luck building!

What @Norell says ist correct. I was just pointing out the issues that don't require ship changes in my last post. Including such my recommendations are:

Drop Dominator. Really, it sucks for that price and you need something like a PE dictor to make it work. And even then it's too pricy and you have to build around it.

The Raider w/o dice control will also contribute less than average. Overload Pulse as said is subpar too. My suggestion here: Go down to a OE ExRax suicide RaiderI or drop it for another Arquitens.

Coming to the Arquitens. It really really needs DTT or even better TRC. Having a second one will also increase JJs impact bc the Raider is agile enough without him and doesn't want the damage either.

The Quasar i'd dropp completely for 2 commsnet Gozantis. Same health, somewhat better defenses, same squad push power, 1 activation more, more command flexibility for the rest of the fleet, something to hinder the enemies movement and 14 points left to add another squad to even out the loss of FC or some more upgrades.

Even if one gets blown apart you still have something to push some squads and don't lose half as many points.

Lastly the squadrons... What @The Jabbawookie said... (Dang you why are you always so quick?!) A dedicated bomber or antisquad wing will give you more punch for your buck. On the other hand you could also scrap em and use the points for a) a second TRC Arquitens if you chose to keep the raider or b) a third TRC Arquitens.

Even squadless, 2 Gozantis will pay for themselves and you went from 4 to 6 activations (keeping the Same amount of deployments)

How about this for an improvement?

Name: Victory II
Faction: Imperial
Commander: Moff Jerjerrod

Assault: Opening Salvo
Defense: Contested Outpost
Navigation: Solar Corona

Victory II (85)
• Moff Jerjerrod (23)
• Minister Tua (2)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Leading Shots (4)
• Electronic Countermeasures (7)
= 131 Points

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

Arquitens Light Cruiser (54)
• Turbolaser Reroute Circuits (7)
= 61 Points

Arquitens Light Cruiser (54)
• Turbolaser Reroute Circuits (7)
= 61 Points

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

Squadrons:
• 4 x TIE Advanced Squadron (48)
• Soontir Fel (18)
= 66 Points

Total Points: 395

Today I ran a very similar list and got a very solid win over a pretty tough opponent.

Total comes to 387, so you could swap the vsd1 to a 2 and change boarding troopers and assault Concussion Missles into gunnery team, sw7 and disposable capacitors. I wouldn't make any other changes personally, but its not far from where you were so I figured I would share so you could see what others have had success with.

Victory I-class Star Destroyer (73 + 33)

+ Governor Pryce (7)

+ Boarding Troopers (3)

+ Assault Concussion Missiles (7)

+ H9 Turbolasers (8)

+ Warlord (8)

Arquitens-class Light Cruiser (54 + 45)

+ Darth Vader (36)

+ Captain Needa (2)

+ Turbolaser Reroute Circuits (7)

Arquitens-class Light Cruiser (54 + 8

+ Skilled First Officer (1)

+ Turbolaser Reroute Circuits (7)

Raider II-class Corvette (48 + 12)

+ Disposable Capacitors (3)

+ Heavy Ion Emplacements (9)

Raider II-class Corvette (48 + 12)

+ Disposable Capacitors (3)

+ Heavy Ion Emplacements (9)