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Posts posted by Admiral Schiear Kaan
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Well, let me give you my list that I actually did quite well with. It's another Screed list and it is very similar to yours:
Vic1-Screed
Vic2
-Overload Pulse
-Glad1
-Engine Techs-Assault Concussion Missiles
-Demolisher
Tie Fighter
Tie Fighter
Tie Fighter
Objectives:
Advanced Gunnery
Contested Outpost
Dangerous Territory -
I generally skimp on fighters. I can see their relevance, but I'd rather take a bare bones of Tie Fighters and Interceptors. I have no problems playing a stock VSD1. I think that they are cheap for the board control and versatility. I actually feel much worse when I don't have upgrades on the Victory II. They're both a little clunky, but what can you do?
If I'm tricking them out...
Victory I-Class
-Warlord-Enhanced Armament
-Sensor Team
-Intel Officer?
Surprisingly good at picking off shots at long range. I'm mostly paying to buff their long range shots, it needs nothing to benefit to it's close range capabilities.
Victory II-Class-Overload Pulse
-Gunnery Team?
Screed and an Overload pulse. 2-3 Victory I red shots still hurt hard when you don't have defense tokens, great for making a corvette break off for the rest of the game. -
This is most glorious news.
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I would look at whether you can fit in the regular gladiator I into the list and start thinking about buffing the Victory II, perhaps also adding engine techs and Wulff Yularen on the Demolisher.
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I would recommend another 2 Tie Interceptors bare minimum. They wouldn't last long against determined opposition, but they might buy a turn or two for your bombers to earn their keep.
You could have the the two interceptors with the advanced engage with a squadron command and a command token on the Demolisher. The bombers attack something else as far away as possible while still in your command range. -
Precision strike would be nice, but you might get crushed by a list with more fighter support. Hyperspace assault would also work fine if you wanted to keep your Vic 2 in Hyperspace with 3 bombers. For blue, you can't go wrong with Dangerous territory.
On a related note, your list would be confounded by 2 A-Wings or two Tie Interceptors. I would strongly recommend more fighter support. -
Cheaper ships work great. Just to give you an idea, if you trade a stock VSD-I for a GSD-I, Demolisher and Assault Concussion Missiles, you're even. Find a sacrificial lamb to obstruct the attack on more critical elements in your fleet or die in the attempt.

Nebulon B; the dope behind the weapon?
in Star Wars: Armada
Posted
I would say that Nebulon B's don't work well without an express purpose in mind and race built for that purpose. I may want a martyr Nebulon b support refit for 51 points to block something else, I wouldn't put anything else on it. Another support refit with Mon Mothma and Redemption if I'm running a corvette swarm.
The ships themselves are subpar because they are so flimsy and easy to cripple with weak side arcs that dominate the vessel. You can kit them up special, but they aren't that good.
Curiously enough, I would consider Yavaris the least useful Nebulon B title. It's tough to set up and generally you're getting a little too close to comfort against an Imperial fleet, someone is shooting your squishy sides. Perhaps it's the Demolisher, a VSD, even a Tie Fighter, or whatever. You're toast if you're playing against a Rebel player; those space whales and corvettes will eat your heart through your flanks. Also, their 1 or 2 A-Wings will probably take out your side shielding before the fat lady (whale) sings (fires).