Vitalis 1,012 Posted July 7, 2015 Hello. I tampering with what i have available to me and came up with something like this: VSD 2 Admiral Motti Weapons Liaison Flight Controllers Overload Pulse VSD 1 Admiral Chiraneau Gunnery Team Expanded Launchers XI7 Turbolasers Warlord Howlrunner 5xTie Fighter http://armada.fabpsb.net/permalink.php?sq=e3e4e4e4e4e4e2c3o4w2i1e1o10w1n2t4f4e0 Since i have no real experience in armada i have no idea about what objectives to bring here, or if Chirenau+Flight Controlers is not too much focus on fighters while having only 6 of them. I would like to stick to just core+vsd, but if someone have some interesting suggestions about adding ships from imperial squadrons I'm happy to consider buying them. Thanks. V Quote Share this post Link to post Share on other sites
oddeye 560 Posted July 7, 2015 I've ran x2 victory lists three times now. I've been going back and forth on this list swapping out for 2 overload pulse's (16 pts) for the two xx9 lasers and a flight controller (16 pts). The overload pulses are good, though half the time you get to use it, you end up getting enough target lock dice to disable their defense tokens anyways. Another go to card is the Dominator title, this card works well though it runs you 12 pts. I've seen other people talk about running "carriers" with expanded hanger bays, it seems like a decent choice but I haven't tried it yet. Each VSD already has a squadron value of 3 and if you use your first command as a squadron you can stack tokens and have each VSD command 4. Also these cards only benefit you in the first few turns, ties have a tendency to explode quickly, especially vs rebel scum... (300 points total) - VSD 2 (114pts) Admiral Motti xx9 laser VSD 2 (96pts) xx9 laser flight controller FIGHTERS (90pts) Soontir Fel Howlrunner tie fighter x7 Missions: minefield, advanced gunnery, ambush If you haven't picked any missions yet try these out ^ Quote Share this post Link to post Share on other sites