Viratin 258 Posted August 9, 2015 So, the idea behind this list is making the VSD more reactive in combat. Here's a look at the list: 1. VSD-II (137 pts) -Grand Moff Tarkin -Gunnery Team -Defense Liason -Leading Shots 1. VSD-II (109 pts) -Defense Liason -Enhanced Armaments -Expanded Hanger Bay -Flight Controllers 1. TIE Advanced Squadron. 1. TIE Interceptor Squadron. 1. Howlrunner 1. Mauler Mithel The thought behind this list is that with Tarkin and the pair of Defense Liasons, each ship can use Squadron or Concentrate Fire every turn in their dials. Tarkin will be handing out free tokens each turn though, so if there's ever a need to suddenly repair or some maneuvering is really needed, they can "freely" change their command dial. More likely than not, the squadron support ship will be moving up at speed 2 to start the game, getting in close and taking the majority of the hits early on while its squadrons take out enemy squadrons. With those four squadrons, they should be a match for any other group of squadrons they come across, with a few exceptions. Tarkin's ship will hit from afar, keeping at speed 1 to keep his distance. By the third turn or so, he'll be able to move into full striking range and finish off or cripple the ships damaged by the squadron support VSD. The idea is to make both ships as effective as possible for as many turns as possible. Not having to worry about navigation commands and such in advance allows you to avoid missing ample opportunities that may present themselves turns ahead, as well as allow you to react to potential dangers. I may end up trying to do this same list with a Gladiator, and making the squadron support VSD into a more offensive design and removing the squadrons, but I don't have a Gladiator yet, so this is what I'm gonna try for now. Quote Share this post Link to post Share on other sites