Looking for feedback on this Cymoon + Vic2s list

By Belryan, in Star Wars: Armada Fleet Builds

Assault: Close-Range Intel Scan
Defense: Contested Outpost
Navigation: Dangerous Territory

ISD Cymoon 1 Refit (112)
• Darth Vader (36)
• Wulff Yularen (7)
• Intensify Firepower! (6)
• Gunnery Team (7)
• XI7 Turbolasers (6)
= 174 Points

Victory II (85)
• Intel Officer (7)
• Gunnery Team (7)
• Disposable Capacitors (3)
• XI7 Turbolasers (6)
• Seventh Fleet Star Destroyer (5)
= 113 Points

Victory II (85)
• Intel Officer (7)
• Gunnery Team (7)
• Disposable Capacitors (3)
• XI7 Turbolasers (6)
• Seventh Fleet Star Destroyer (5)
= 113 Points

Squadrons:
= 0 Points

Total Points: 400

So, obviously it's lacking Squadrons, which is a big weakness. It's also 400 points, so may suffer from being 2nd player. I could drop the 7th Fleet titles to bring it to 390 points, which is a decent 1st player bid.

I played a very similar variant today - no Intel or XI7s on the Vics, but QBT on all three, and Leading Shots on the Vic2s. Never once used Leading Shots, it's almost certainly overkill with Vader and Intensify Firepower. QBTs came in handy, but Intel+XI7s might be nicer? Anyways, it was against an Ackbar MC80 (Defiance), MC30 (Admonition), TRC-equipped CR90 (Jaina's Light), 3 x X-Wings and Jan Ors list today. The X-Wings def contributed to the loss of the Cymoon, but not before the Cymoon destroyed the CR90 and MC30 and did a bunch of damage to the MC80. VIC2s were on Speed 1 for too long and didn't really get into the fight until turn 5 and 6, but pretty quickly finished off the MC80 and I ended up tabling my opponent.

Here's what I played today:

ISD Cymoon 1 Refit (112)
• Darth Vader (36)
• Wulff Yularen (7)
• Intensify Firepower! (6)
• Gunnery Team (7)
• XI7 Turbolasers (6)
• Quad Battery Turrets (5)
= 179 Points

Victory II (85)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Leading Shots (4)
• Seventh Fleet Star Destroyer (5)
= 109 Points

Victory II (85)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Leading Shots (4)
• Seventh Fleet Star Destroyer (5)
= 109 Points

Squadrons:
= 0 Points

Total Points: 397

With objectives of your choice might work, otherwise you risk to be outflanked quickly and against squadrons the list has a real disadvantage and almost no flak worth speaking of. Anyway, maybe you can tell later how you fared against fleets with more fighters, especially dedicated bomber squadrons. I guess against another "only ships" fleet you can do quite well.

You are quite close to a list that I had a bit of success with for a while. If you strip down some of the upgrades you are able to add in two Comms goz’s, bringing you up to 6 activations, which can really help force things into your guns. It’s actually quite happy to take second player and camp objectives. I found that people were usually only able to take out one of the Vics by the time they got tabled by sheer volume of dice, and since they are so lean it doesn’t hurt your score much. SFO is great for swapping from nav to CF once in position. Here’s my list for reference

Garbage Fleet (400/400)
Empire

Commander: Darth Vader

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

Victory II-class Star Destroyer (85)
- Seventh Fleet Star Destroyer (5)
- Disposable Capacitors (3)
- Skilled First Officer (1)
- Quad Battery Turrets (5)
= 99 total points

Victory I-class Star Destroyer (73)
- Seventh Fleet Star Destroyer (5)
- Skilled First Officer (1)
- External Racks (3)
- Quad Battery Turrets (5)
= 87 total points

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

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

Edited by MandalorianMoose

I like the original first list but here is my take on a similar strategy

400/400. Station Assault , Contested Outpost , Solar Corona
ISD-Cymoon, Screed , Gunnery Team, Intensify Firepower, Wulff, XX9, DTTs 168
VSD-II, Gunnery Team, D-Caps, QBTs, Heavy Ion Emplacements, Intel Officer 116
VSD-II, Gunnery Team, D-Caps, QBTs, Heavy Ion Emplacements, Intel Officer 116

It replaces Vader for Screed. My thinking was that with IF and Screed you can change 3 blank die rolls into 2 damage. For the Cymoon I also included DTTs for a reroll to further improve damage. HIEs can shred shields very quickly negating the need for XI7s. D-Caps and Screed's auto crit mean they will always go off unless there are evades or DCOs but then that's why the intel officers are there and you do have two HIEs. QBTs can even get you a blue crit once the D-Caps have been used if the target is faster than you. Once the shields are gone and you have been intel officering the enemy braces the XX9s pile on the crits.

For a better bid put Wulff aside for a Vet Captain and include Hondo on another ship. Bank a CF token turn 1, Vet Captain Turn 2, Hondo turn 3, Discard IF card turn 4.... should be enough.

Thanks, that seems pretty fun too. Giving up Vader would be tough, in the one game I did play he was such an MVP while he was alive (bad flying on my part, had to turn to attack the MC80 and my Cymoon was much further forward of my Vics). I wish I had a second copy of HIE, but I may proxy one and try to play a practice game with your list.