Joshualarue46 3 Posted January 4, 2017 This is a list I have been playing with since the imperial light cruiser has come out. The 90 degree turn with a victory is amazing and CR-90s not going full speed hate it. The maneuverability of these Vic's is scary good. Objectives - short range intel scan - hyperspace assault - mine fields Commander - Moff Jerjerrod Vic II- flagship Expanded hangar bays Flight controllers Support officer Vic II XI7 turbolasers Leading shots Intel officer Vic I Assault proton torpedoes Ordnance experts Minister Tua Electronic countermeasures 4x TIE Fighters 2x TIE Interceptor 2x TIE Phantom Quote Share this post Link to post Share on other sites
Sygnetix 140 Posted January 4, 2017 How do the Vics hold up with no form of hull regen? Quote Share this post Link to post Share on other sites
SoonerTed 376 Posted January 4, 2017 How do the Vics hold up with no form of hull regen? VSDs are surprisingly sturdy. I have found the need to plan for an engineering command about turn 3 or 4, though to get the shields back up.; YMMV Quote Share this post Link to post Share on other sites
Joshualarue46 3 Posted January 5, 2017 I always use an engineering command first turn and bank the token Donny turn 3-4 when I use the command again I can discard 2 damage cards or regain 3 shields. They are sturdy ships that lacked maneuverability but now with jerjerrod for 1 shield you can turn completely around in 2 turns. Quote Share this post Link to post Share on other sites
emsgoof 473 Posted January 5, 2017 How's the fighter load work out? Only 4 activations unless you spam squadron commands for everyone. Also are the Phantoms useful? Quote Share this post Link to post Share on other sites
Joshualarue46 3 Posted January 5, 2017 5 blue anti squadron with flight controller and 2 red anti ship are fantastic. Cloak is amazing too. Although more squadrons would be nice. 1 emsgoof reacted to this Quote Share this post Link to post Share on other sites