Victory SD - III (3)

By OberMatthew, in Star Wars: Armada Fleet Builds

Hi guys, how are you? :D

What do you think of this ship?
I think i will use it in build with an interdictor, arquitens and gozanti.
Of course, it is expensive, but it looks like a "panzerfaust"!

Victory II/III-Class Star Destroyer - Hoersch-Kessel (M.T.)

(85+35) 120 p.

Title: Dominator (12)

Officer: Taskmaster Grint (5)

Weapon Team: Sensor Team (5)

Offensive Retrofit: Disposable Capacitor (3)

Ion Cannons: SW-7 Ion Batteries (5)

Turbolaser: Quad Battery Turrets (5)

From the front I can have 3 red and 6 blue dice at medium distance (+1 more dice with "concentrate fire"). On the two sides instead I can have 2 red and 4 blue dice. Not bad, do not you believe?

The title "dominator" allows me to add two blue dice here and there but sacrificing two shields. To remedy the loss of shields, I use "grint" with the engineering command to get 6 points (4 used to fix the title and 2 to restore some shield).

"D.C." it is obviously used to make long-distance pressure felt at the unfortunate Corellian. Since the ship's speed will be mostly "1", the presence of "Quad Battery Turrets" will always make me have an extra blue die. Having six or seven blue dice, it will give us a good number of accuracy (and with the sensor team change any red blank dice). In case they should not be spent, "SW-7" comes into operation...

Without considering the expense in points of the ship, what would you suggest to add / remove / replace to make this victory even more aggressive?

OFF TOPIC:

When I use Screed's ability with black dice, will I have a critic and a single damage instead of blank or will I have to consider it as a single critic?

I would ditch sensor teams. It is generally accepted as one of the most useless upgrades for the points. Change to Gunnery teams, then you can do your fantastic front arc shooting at 2 different targets which is great even at long range with the D-Caps.

To get accuracies Leading Shots is a better Ion upgrade. Throw a blue hit away then reroll all other blue and any blank red dice to fish for accuracies and better damage overall.

QBTs are excellent on VSDs. Grint is ok but Brunson could stop you taking enemy damage instead.

I have never liked Dominator. Too expensive and self harming on a VSD that doesn't have large amounts of unneeded shields on rear areas to start with. If you want the extra firepower of Dominator then you probably should cash the VSD in for a Cymoon or ISD-II which will be faster and harder to kill.

Screed Example.

  • A GSD fires out the rear with a red and a black dice. Rolls a blank on the black and a hit on the red.
  • Throw away the red dice and turn the black dice to face a hit/crit.
  • Assuming no enemy defence tokens are spent you now do 2 damage and can resolve a crit effect such as making the first of these cards (if you get through to the hull) face up or you can activate ACMs for example doing another 1 damage to each adjacent hull zone.
Edited by Mad Cat

Yes, gunnery team seems like a better solution! Dominator is too expensive, but having an interdictor and a gozanti i think it can be sustainable as a scenario.

If you really want Dominator, I've seen a VSD build in a different thread which had Dominator and Redundant Shields (start of Status Phase, recover one shield), but this means you MUST take Minister Tua in the officer slot and HAVE to drop QBTs as they are a Modification like Redundant Shields and only one Mod is allowed.

I think it was something like

VSD2, Minister Tua, Gunnery Team, DCaps, Dominator, Redundant Shields = 117

I did run this myself along with two GSDs, Gozanti, Kallus Raider 1 plus Howlrunner and 3 ties as a speed bump for enemy squadrons. I had Moff Jerjerrod as my admiral on the VSD.

Very enjoyable game against my rebel playing son, and something I want to use again. However I did lose the game, but this was due to my own ineptitude as a player.

Edited by RedDogReb

This ship version is very catchy, but I was trying to get a ship with a scary firepower! However I think it is more efficient to use grint to recover the shields. Do not you think?

@OberMatthew to be honest never used Grint previously (I know, "Don't know what I'm missing...." etc etc!!!).

In my very limited experience, I've found that the VSD wants Movement dials to help with its poor turning, plus having Jerry helps too.

By using Grint are you forced to plan to use Engineering on the dials which makes for very poor manoeuvrability? While a VSD is never going to win a turning fight, it does need all the help it can get to move. IMO Grint restricts this.

I guess I'd like to hear how it goes before using it myself.

For scary firepower maybe go for an ISD variant as mentioned above, or don't overload a single VSD and take more than and get those extra dice by flying them together and concentrating on a single target? This obviously cuts down on what other ships you can take though.

Would like to hear how it goes though.

@RedDogReb Surely an ISD would be the best choice, but in this post I want to focus on improving the VSD (regardless of the cost).

Ahahah the old, dear Grint! I will not tell you anything about it! ;)

Using Jerjerrod you do not have to worry about maneuverability (and with the 6 repair points you get with Grint, you can use two for JJ)

3 hours ago, Mad Cat said:

Screed Example.

  • A GSD fires out the rear with a red and a black dice. Rolls a blank on the black and a hit on the red.
  • Throw away the red dice and turn the black dice to face a hit/crit.
  • Assuming no enemy defence tokens are spent you now do 2 damage and can resolve a crit effect such as making the first of these cards (if you get through to the hull) face up or you can activate ACMs for example doing another 1 damage to each adjacent hull zone.

@Mad Cat Ahh, ok, in practice, I still have to remove a die, in case the red die, so I can get a crit / hit.
But if I roll two red dice A) Hit B) Hit, I can only hold one die and turn it into a crit. In the first case I would have two damages, in the second a critic.
Am I wrong or do the rebels have better officials for controlling the dice?