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Now That Vic's Are Cool Again

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Points: 400/400  

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

 

Victory I-Class Star Destroyer (73 points)
-  Gunnery Team  ( 7  points) 
-  Quad Battery Turret  ( 5  points) 
-  External Racks  ( 3  points) 
= 88 total ship cost

 

Victory I-Class Star Destroyer (73 points)
-  Gunnery Team  ( 7  points) 
-  Quad Battery Turret  ( 5  points) 
-  External Racks  ( 3  points) 
= 88 total ship cost

 

[ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points)
-  Moff Jerjerrod  ( 23  points) 
-  Stronghold  ( 5  points) 
-  Admiral Chiraneau  ( 10  points) 
-  Flight Controllers  ( 6  points) 
= 98 total ship cost

 

Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points) 
= 25 total ship cost

 

1 Colonel Jendon ( 20 points) 
1 Maarek Steele ( 21 points) 
1 Valen Rudor ( 13 points) 
1 Soontir Fel ( 18 points) 
1 Ciena Ree ( 17 points) 
1 TIE Advanced Squadron ( 12 points) 

-------------------------

The Vic-I's bracket the Quasar in a V (as opposed to a delta) and everyone rolls out at speed 1. They should be able to put out decent damage as long as they spam CF's for rerolls and they've got External Racks for when people attempt to close. The Gozanti steers Maarek & Jendon while the AA squad chills under the protective umbrella of Stronghold.

I can get a 15 point bid by dropping Chiraneau and Stronghold... which might be worth it because I feel like there isn't a really good blue-Objective for this list.

Thoughts?

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Stronghold doesn't seem great, since the only one that benefits right now is Soontir, since Ciena is already obstructed and hopefully Valen won't be attacked much.  If you keep stronghold maybe drop Ciena for Howlrunner or Saber Squadron?  Saber is brutal with Flight Controllers.  I can't speak to Chiraneau, but I'm not sure you will be needing to break through enemy squads, but you'd rather have them come to you, so maybe he is unnecessary.

Maybe do Solar Corona instead of Superior positions at least?  Take away any victory points for rear attacks, which you most likely won't be getting.

I say go for the full 400 though.

Are you worried about having your Admiral on such a fragile ship?

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5 minutes ago, Tiberius the Killer said:

Stronghold doesn't seem great, since the only one that benefits right now is Soontir, since Ciena is already obstructed and hopefully Valen won't be attacked much.  If you keep stronghold maybe drop Ciena for Howlrunner or Saber Squadron?  Saber is brutal with Flight Controllers.  I can't speak to Chiraneau, but I'm not sure you will be needing to break through enemy squads, but you'd rather have them come to you, so maybe he is unnecessary.

Maybe do Solar Corona instead of Superior positions at least?  Take away any victory points for rear attacks, which you most likely won't be getting.

I say go for the full 400 though.

Are you worried about having your Admiral on such a fragile ship?

All good points. In fact, since they would be staying close I would even consider dropping the whole lot of squadrons for Morna, Bossk, Zertik, & Valen.

Chiraneau was in there because Intel - but again, if they're nuking one squadron each turn it shouldn't be that much of an issue.

I dropped in Superior Positions solely for Maarek/Jendon combo but, yes, it would be bad for me if they got around behind me. Perhaps flying in a column makes more sense. Which leads us to Quasar as flagship...

I like making my flagship a target - shooting at it means you don't shoot at the Vic's which mean they can spam more Nav's and CF's. If I play it right they'll have to expose themselves to get a decent shot at the QF.

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Orrrrr, I can keep Stronghold and take all Swarm squadrons:

Points: 397/400  

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

 

Victory I-Class Star Destroyer (73 points)
-  Gunnery Team  ( 7  points) 
-  Dual Turbolaser Turrets  ( 5  points) 
-  External Racks  ( 3  points) 
= 88 total ship cost

 

Victory I-Class Star Destroyer (73 points)
-  Gunnery Team  ( 7  points) 
-  Dual Turbolaser Turrets  ( 5  points) 
-  External Racks  ( 3  points) 
= 88 total ship cost

 

[ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points)
-  Moff Jerjerrod  ( 23  points) 
-  Stronghold  ( 5  points) 
-  Minister Tua  ( 2  points) 
-  Flight Controllers  ( 6  points) 
-  Electronic Countermeasures  ( 7  points) 
= 97 total ship cost

 

Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points) 
= 25 total ship cost

 

1 Dengar ( 20 points) 
1 "Howlrunner" ( 16 points) 
1 "Mauler" Mithel ( 15 points) 
1 Valen Rudor ( 13 points) 
1 Soontir Fel ( 18 points) 
1 Ciena Ree ( 17 points) 

-------------------------

This gives both Soontir & Ciena obstructed, six dice, and counter 3. Swap in Sloane and I get rerolls on crits and gives these squads some dual functionality...

 

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Eh, nm, activation order issues with the squadrons. This works better:

Points: 399/400  

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

 

Victory I-Class Star Destroyer (73 points)
-  Gunnery Team  ( 7  points) 
-  Dual Turbolaser Turrets  ( 5  points) 
-  External Racks  ( 3  points) 
= 88 total ship cost

 

Victory I-Class Star Destroyer (73 points)
-  Gunnery Team  ( 7  points) 
-  Dual Turbolaser Turrets  ( 5  points) 
-  External Racks  ( 3  points) 
= 88 total ship cost

 

Gozanti-class Cruisers (23 points)
-  Suppressor  ( 4  points) 
= 27 total ship cost

 

[ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points)
-  Moff Jerjerrod  ( 23  points) 
-  Minister Tua  ( 2  points) 
-  Flight Controllers  ( 6  points) 
-  Electronic Countermeasures  ( 7  points) 
= 92 total ship cost

 

1 Bossk ( 23 points) 
1 Colonel Jendon ( 20 points) 
1 Zertik Strom ( 15 points) 
1 Soontir Fel ( 18 points) 
1 "Howlrunner" ( 16 points) 
1 Saber Squadron ( 12 points) 

-------------------------

Getting rid of Chiraneau makes room for Tua & ECM's for the flagship. We play merry-go-round with the squadrons and now have a proper activation order. Ideally, Goz sends in Howl & Zertik first, then QF sends in the balance with Jendon giving up his shot to give Bossk a double-tap. If I have to go for an alpha with QF then I send in everyone except Saber & Jendon and leave them for the Goz.

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Howlrunner will make Saber Squadron obscene, with 6 dice sniping, (and possibly another attack with 5 thanks to Jendon... dang, I had never thought about that before, that's just mean) but now Howlrunner is only boosting 2 squads.  Might be worth it for saber alone, but you could also go with Valen or Ciena?  Might get more out of their abilities.

Tua seems a good choice with the flagship.

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My biggest gripe I see in here is gunnery teams on Vic1s. I feel you lose too much on Vic1s/ISD1s without ordnance experts or Vader for rerolls on those black dice. Sure, they look scary, until you blank on one or more of your black dice. Gunnery teams work best with batteries consisting of copious amounts of red and blue dice, as you'll normally have 2-3 targets at range, while at black dice range you'll have one, maybe a second that's outside of black dice range.  That being said, that gives you six additional points if you switch from gunnery team to ordnance experts. That would let you upgrade to XI7 turbolasers, allowing you to Sloane-burn contains and braces, and then not have to hope for double accuracy results to maximize your damage output. Those last five points (4+1 leftover) can go into expanded hangar bay on the Quasar for a truly frightening alpha strike of up to six squadrons with a token.

Edited by Destraa

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Tend to agree with Destraa. As far as I'm concerned, the only thing that'll ever go in a Quasar is flight controllers, expanded hangars and Yularen. Perhaps a title. 

 

I strongly dislike one use only cards, with the exception of skilled first officer. With that said, if you have external racks, not having ordnance experts is a waste. And like Destraa said, against a skilled opponent, you are not going to get a double shot at close range anyways. 

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I'd suggest dropping the Gozanti and upgrading both VSDs to VSD2s with the new Quad Battery Turrets and Disposable Capacitors.   They'll shoot with their full firepower more often and at longer ranges,  and make approaching your block a more dangerous proposition. 

As it is,  any speed 3+ combat ship like an MC30 or Gladiator will just fly straight into you from a distance,  kill the nearest VSD or Quasar,  and zoom away without taking a single black die. This has always been the  key issue with VSDs in combat. 

 

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Well, barely eked out a win last night. Played against a guy who placed top 16 at Worlds and only came away with the W because it was the first time he played his own list.

Issues:

1. The squadron composition is effective but soft. I didn't have a bid and ended up second and got jumped by his Sloane-backed defenders. Zertik went down in the first round, then Soontir, and Saber. Bossk + Jendon did some heavy lifting, however, and after his Quasar went down was able to clean up some Defenders.

2. The Vics are really placement-dependent. They were slightly too far from each other so instead of hitting his ISD with a 1-2-punch he was able to keep the second Vic at range until he was done pummeling the first one.

3. Quasars are squishy. Really squishy.

4. QBT's are awesome with Konstantine. In fact, I think they'd be awesome without them.

5. Gunnery Teams Vs. Ordnance Experts: I think GT's won out. Because of the the way the battle unfolded I got a lot more shots because of GT's so using OE would've only helped on one or two shots. I think having a CF token banked and a dial is the better way to go. This is a lot easier to achieve, too, since the formation is only moving at Speed-1. First round I bank Engineering, second round I bank Nav, third round I have a CF or can bank a CF as needed.

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