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Everything posted by herod1204

  1. Se London as well! I can highly recommend warboar tornies too, and more generally they are a great shop.
  2. I run a single flotilla for my Vic fleet at the minute, that has a comms net on it. Has three purposes, 1.) pass tokens to the Victory's and pootle along the back. 2.) Pootle along the back and get me a mini alpha strike with Ciena and Valen using relay or use relay to abuse tokens with my lamba and 3.) it takes me to five activations. In my mind, I struggle to list build with less than five activations due to being petrified of Demolisher, but the activation bonus is probably the least useful thing it does. My current thinking (though I haven't tried it yet) is to use a Raider 1 to hunt down flotillas in those silly activation padding lists. I can sit in a corner and abuse objectives with the bulk of my fleet all day long, but the raider is fast enough to actually catch the flotillas, and at a guess, probably has a 60/70% chance of one shotting them to avoid the scatter to.
  3. Don't be silly Dras. I have never rolled averagely with a VSD in all my games. It either hits with every shot like some sort of sci-fi william tell, or misses everything like the storm trooper corp. I have at least once, at close range, rolled zero damage before now. Joking aside, that is the issue. My thinking when using it tends to be: If I have rolled below average - use it. If I have rolled average - use it if it is more important to try and finish something off and that is the only way (i.e. take a chance!), otherwise - do not use it. Dice manipulation is one of my favourite things about armada, but I also like it's limitations. For a cheap VSD1, personally, I prefer to be able to ensure a greater consistency at long range and minimise my wasted shots, than try and create the one perfect barrage per match which ordnance experts comes closer to on this build.
  4. Drop OE, add Vet Gunners and add Quad Battery Turrets. Your one big barrage is always fun, but there will be a lot more barrages that aren't quite so big, but desperately need rerolls. 3 Reds and a blue, with an additional concentrate fire dice out of the front, with a reroll, is not to be sniffed at. I feel with the VSD, you are rarely going to one shot anything of equal size with that big barrage, which is why it is vital to make sure that your longer range gunnery is able to do some damage on the way in. Yes, it prevents you refining your black dice when you finally get to roll them, but I would rather sort out those fluffed longer range roles to give more consistent damage over the course of an entire game.
  5. Vsd 1, vet gunners, external racks, quad battery turrets. 86 points. Add JJ, run two and season to taste with squadrons and other activations. Nav, nav, and then concentrate fire for the rest of the game. Utterly lethal, eachh one can spit out an obscene amount of fire power.
  6. Yeah, the anti-squadron raider is a bit of a wildcard. My hope is that I won't need it too often for that, and it will be more aimed at ships. Thought process is that it will protect one of the VSD's flanks against DeMSU lists, and against lists where I have activation advantage, it's a solid damage dealer. Tempted to knock Kallus off it though to have a tiny bid, but I don't think it's too important. Slightly worried only one strategic is too few, but should be alright. Your reference to player skill is worrying however.
  7. And so I return to this fleet anew, excited by the promise of external racks making it a lot more dangerous to flank my beloved Victory I's. I'm looking at you Demo. Author: herod1204 Faction: Galactic Empire Points: 400/400 Commander: Moff Jerjerrod Assault Objective: Most Wanted Defense Objective: Fire Lanes Navigation Objective: Sensor Net [ flagship ] Victory I-Class Star Destroyer (73 points) - Moff Jerjerrod ( 23 points) - Veteran Gunners ( 5 points) - Quad Battery Turrets ( 5 points) - External Racks ( 3 points) = 109 total ship cost Victory I-Class Star Destroyer (73 points) - Veteran Gunners ( 5 points) - Quad Battery Turrets ( 5 points) - External Racks ( 3 points) = 86 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost Arquitens-class Light Cruiser (54 points) - Dual Turbolaser Turrets ( 5 points) = 59 total ship cost Raider-I Class Corvette (44 points) - Agent Kallus ( 3 points) - Ordnance Experts ( 4 points) - External Racks ( 3 points) = 54 total ship cost 1 Lambda-class Shuttle ( 15 points) 2 TIE Interceptor Squadrons ( 22 points) 1 Valen Rudor ( 13 points) 1 Ciena Ree ( 17 points) The Victory's have both lost their spinal armaments, replacing them with external racks and Quad Battery Turrets. Given they will mostly be slow rolling, I figured that made more sense. More importantly, against a wild Demolisher that wants to try the triple tap into my side arc, it will now be facing off against a minimum of 2 red, 3 black, 1 blue, and potentially a concentrate fire dice too, assuming I am going second. That is enough to potentially cripple it, if not destroy it, and that is a MASSIVE thing for me, as the last tournie I went to I got wrecked by someone (who played it beautifully) and ran Demolisher right down my flank. I used to run 2 Arquittens, both with DTT and Intel Officers, but I've struggled to get them right with the Victory front arcs, and often found them not being much good. Just having the one, will hopefully make for a more effective flanker, and it's raider replacement fulfils a dual role of threatening enemy squadrons (Sloane's Tie Fighters especially) and also making for a potent shipbreaker (blame Truthiness for those external racks. So delicious). Squadrons I have toyed with some much, and I've wanted to include a lamba for yonks, which has led to the new objective set up. I figure that sensor net I can farm, and the same with firelanes, forcing my opponent to come to me (as odds are, I will be second play, and kinda prefer it.), and the lamba enables all sorts of fun around that. It also enables a limited alpha strike from my gozanti, pushing valen and ciena into the fight, and then following with the interceptors later potentially, but I'm really not sure. Any thoughts or criticism are much appreciated, especially around the objectives and squadrons please!
  8. I really like the Phoenix ISD... but please tell me that any other Brits present on this thread thought it was the Liberal Democrat symbol?
  9. Why is this thread not about Moff Jerjerrod? I am highly disappointed. 2/10 would not read again.
  10. Vic 1 with veteran gunners and spinal armaments. It's surprisingly nasty. I used to run Vic 2's with leading shots and H9s, which were also quite potent, but also quite expensive. Boy did that pop flotillas quickly. I also tried it with leading shots but that was even more expensive. My issue with VSDs, and believe me, I am a huge advocate of them, is that whenever I run them, I can guarantee I will not be able to roll for toffee, hence rerolling ability is mandatory.
  11. I second what people have been saying about putting JJ in it, it really makes them sing. I've had a fair bit of fun with 2 Victory 1's (with spinal armament and veteran gunners), 2 Arquitens (DTT and intel officers), a Gozanti (Comms Net) and Ciena, Valen, and Mauler, all under JJ. You would be surprised how edgy people get of two Victory's arcs, as that is a fair amount of firepower they can churn out.
  12. It makes me so happy every time I see this thread on the frontpage. JJ for Emperor!
  13. I wholeheartedly recommend combatzone. I've just painted up their Armada debris set, and it's really good, even for a rubbish painter like me. I'll try and put some pics up later if I get the time.
  14. My concern would be getting anything into your Victory's front arcs. Yes, they are a lot more flexible, but you have nothing to really force your opponent into those arcs. Dropping two of the Gozanti's and some of the fighters and turning them into something like a Raider or an Arquittens will make it more likely that your Vic's will get to bring their batteries to bear. Your fighters form a decent anti-fighter ball, but aren't really going to do tonnes of damage to ships, so it would be risky to rely on them.
  15. Ahhh, Jerry. I've been tinkering with a similar list to this since I got my grubby little paws on Jerry earlier this year. Mine is only 400 points for tournies though, so some of what I say stands and other bits don't. I'd agree with TallGiraffe though, dropping them to light cruisers and putting DTT's on them. I'd also ditch the reinforced blast doors, as kittens don't tend to get much use out of them realistically. It's rare for a kitten to have enough damage to justify using them, and also to have survived the turn! I ran against a list recently that had Arquitens just with intel officers on, and they were... painful, so I am giving them a whirl. Tua and ECM on the flagship will help Jerry survive. I'd also try to find a way to get a second veteran gunners for the other victory, as those rerolls will save your bacon. I'd also probably drop the tie phantoms as frankly I think they aren't great, and there are better fighters you could put in. My list is below, but it is only 400 points, but should give an idea of what I've ended up with. Objectives,I've found people always go for dangerous territory, as it's a bit of a no brainer. Victory class love knowing where to point their guns, and having two three command ships makes contested outpost a bit iffy for the first player. And with a gozanti, nobody is going to choose most wanted. Faction: Galactic Empire Points: 399/400 Commander: Moff Jerjerrod Assault Objective: Most Wanted Defense Objective: Contested Outpost Navigation Objective: Dangerous Territory Arquitens-class Light Cruiser (54 points) - Intel Officer ( 7 points) - Dual Turbolaser Turrets ( 5 points) = 66 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost [ flagship ] Victory I-Class Star Destroyer (73 points) - Moff Jerjerrod ( 23 points) - Veteran Gunners ( 5 points) - Spinal Armament ( 9 points) = 110 total ship cost Victory I-Class Star Destroyer (73 points) - Veteran Gunners ( 5 points) - Spinal Armament ( 9 points) = 87 total ship cost Arquitens-class Light Cruiser (54 points) - Intel Officer ( 7 points) - Dual Turbolaser Turrets ( 5 points) = 66 total ship cost 1 Valen Rudor ( 13 points) 1 Ciena Ree ( 17 points) 1 "Mauler" Mithel ( 15 points)
  16. What about dropping Tarkin and the engine techs, and whacking in good ol' Moff JJ? Increased flexibility in terms of movement for all ships, and a tonne of spare points.
  17. I think it's what they do with Netrunner after the first day. Anyone who didn't make it goes and plays in a King of Servers event which is team based.
  18. Admiral Jar Jar would provide a solution to the lifeboat flotilla problem. As lets be frank, if you were running Jar Jar, you would be putting him on a flotilla and charging him straight at the enemy in the hopes he'd be gotten rid of...
  19. I like it, but I'd drop Needa and advanced projectors on the ISD, for Electronic Counter Measures personally.
  20. This is the problem I have at the moment, I have only seen the film once and desperately need to see it again to put the music to the scenes.
  21. Just saying, the sound track is pretty damned epic. The Imperial Suite and the Hope Suite are really firmly cemented into my head at the minute.
  22. I'd be tempted to knock off the Raider 1 and possibly Howlrunner to substitute an Arquitens instead. Raider's, while wonderful, wonderful ships, require some skill to run I feel. On the other hand, synergy with Screed. I don't think there is anything massively wrong with either list though. I'd be tempted to up the points a whisker, and whack some liason's onto the various ships (or just give each ship a skilled first officer) to help the newbie with dials.
  23. I think Insidious and Demo with Captain Jonus is a superb big ship killer. Insidious will struggle more against TRC90/DemSU lists I feel, just because they can keep out of it's way a lot more easily, but I'd agree that expanded launchers would be good.
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