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Trying to come up with a triple victory build, any help would be great, this is what i got so far, not alot tho

flagship would be warlord with h9's a Crabbock idea i saw on his You tube channel , was thinking Motti as general

the second i thought bout using tcr on it 

the third i'm stuck on 

as you can see i've not got a lot, any help would be great

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Posted (edited)

I ran this at a local tournament last month and did ok with it.

398/400, Opening Salvo, Contested Outpost, Dangerous Territory
VSD-II, Motti, Gunnery Team, Disposable Capacitors, Leading Shots, QBTs, Brunson 133.
VSD-I, QBTs, External Racks, SFO 82.
VSD-I, QBTs, External Racks, Boosted Comms 85.
Howlrunner, Mauler, Dengar, Tempest, Sabre, 2 TIE-Int 98

So the flagship deploys in the middle closely supported by a VSD-I on either side and each of them has surprising flank firepower of 2 red, 1 blue and 3 black dice, enough to discourage any close in flanker especially when the other two ships fire 2 red and a blue each in support. Brunson is a little extra protection to keep Motti around. The Boosted Comms ship should go on the outside of the formation able to activate squadrons further out. The other VSD can squadron or easily switch commands once your fighters start to die using the SFO.

Options:

  • Drop Dengar to a Jumpmaster and add Ordnance experts to the VSD-Is.
  • Change Sabre & TIE Ints for 4 TIE-Fighters. or 3 TIE-Fighters and a set of Flight controllers.
  • Opening Salvo is a bit of a risk - though no opponents chose it against me. Station Assault may be safer.

I'm not keen on Warlord/H8. It can be a good combo but you probably don't have an accuracy anymore so the 2 extra damage by turning the red dice to hit-hit may be braced or evaded. The overall cost of the 2 upgrades is the main concern, almost 2 TIE Bombers worth and which will get you more damage over the course of a game?

 

Edited by Mad Cat
Missed off the BC from the second VSD-I

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4 hours ago, Mad Cat said:

I ran this at a local tournament last month and did ok with it.

398/400, Opening Salvo, Contested Outpost, Dangerous Territory
VSD-II, Motti, Gunnery Team, Disposable Capacitors, Leading Shots, QBTs, Brunson 133.
VSD-I, QBTs, External Racks, SFO 82.
VSD-I, QBTs, External Racks 85.
Howlrunner, Mauler, Dengar, Tempest, Sabre, 2 TIE-Int 98

So the flagship deploys in the middle closely supported by a VSD-I on either side and each of them has surprising flank firepower of 2 red, 1 blue and 3 black dice, enough to discourage any close in flanker especially when the other two ships fire 2 red and a blue each in support. Brunson is a little extra protection to keep Motti around. The Boosted Comms ship should go on the outside of the formation able to activate squadrons further out. The other VSD can squadron or easily switch commands once your fighters start to die using the SFO.

Options:

  • Drop Dengar to a Jumpmaster and add Ordnance experts to the VSD-Is.
  • Change Sabre & TIE Ints for 4 TIE-Fighters. or 3 TIE-Fighters and a set of Flight controllers.
  • Opening Salvo is a bit of a risk - though no opponents chose it against me. Station Assault may be safer.

I'm not keen on Warlord/H8. It can be a good combo but you probably don't have an accuracy anymore so the 2 extra damage by turning the red dice to hit-hit may be braced or evaded. The overall cost of the 2 upgrades is the main concern, almost 2 TIE Bombers worth and which will get you more damage over the course of a game?

 

How do you go about building your fleets, is it objectives first then build around those chosen objectives ?

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I usually do it in this order....

  1. Commander
  2. Approximate squadron strength
  3. Ships (including carriers to service the fighters)
  4. Upgrades
  5. Refine the fighters
  6. Objectives

I started out wanting to do a triple Vic list as you did. Previously I had flown a Quad VIC list of 2 VSD-IIs and 2 VSD-Is kitted out as above but no fighters. It did well but there was a guy in that event with lots of bombers and I was lucky with the matchups to avoid him.

I start out with my 3 VICs and I wanted reasonable to good squads so I went for a VSD-II +2 VSD-Is (as they are cheaper). The three ships have good firepower at range due to the D-Capacitor GTs and lots of blue bonus dice from QBTs. This firepower means coming at me via my front arcs is dangerous and so speed and flanking are needed by the enemy. External racks helps counter flanking and QBTs helps against fast opponents.

My next vulnerability is bombers so my 80-100 points of squadrons needed to be mainly Combat Air Patrol focused. Howlrunner is great for Swarm capables and Mauler excels if you have a source or Intel to get a second ramming attack. A little escort keeps Mauler and/or Dengar alive. Sabre lets me kill enemies with good counter values like Shara or to snipe targets protected by escort like Jan surrounded by X-wings. Finally Interceptors hit hard and the enemy will usually try to kill Dengar/Mauler/Howlrunner first so they should get their worth with 5 Dice and a reroll for 2-3 turns and some counter 2or3or4 with reroll when they are targeted. For a little anti ship boost I upgraded the TIE-A I had in mind to Tempest squadron and thought about Gamma Squadron in place of a TIE-I but with no BCC in the list I decided against it.

Only then did I go for objectives. The red one is still a weakness. Most wanted and a flotilla would be nice but I didn't want to loose too many fighters. Contested Outpost is an easy source of points and encourages the enemy to come at you reasonably soon. My VSDs have 10 hull each so difficult to just tweak a kill on turn 5-6 and run for it. Hyperspace assault is an option but the strength of the VSDs magnifies the more that are in formation so I didn't want to split up. Dangerous territory isn't fantastic and often you only break even on token points but the zero damage from obstacles with slow moving VICs and their base sizes and my need to stick together in close formation helps a lot. Solar Corona could also be useful letting you deploy last and attack out of the sun.

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here we go then with my triple vic build , 

Advanced Gunnery,   Contested Outpost,  Solar Corona

Cmmdr Motti 

Victory 2 with Warlord and Quad Battery Turretts

Victory 2 with Dominator and Enhanced Armament

Victory 2 with just Enhanced Armaments

Howl runner with 6x tie fighters

leaving a 12 point token for first player , thoughts ?

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I've been running Victory based fleets for a while now and the biggest thing I can see is that you won't have a great way to command all of those Ties and do the other commands that a Victory needs so badly. Moff JJ is a great admiral choice for this fleet as it makes the need for navigate commands almost non-existent and frees you up do to other things such as push fighters or concentrate firepower. Next I would say that if you are running Vic II's and not taking disposable capacitors you are missing out on leveraging a powerful attack a full round early. Your Vics are lacking something to really bring the pain to other capital ships so capitalizing on that aspect will help, as will expanding your activations and trimming down your fighter ball a bit because as it stands it won't be able to stand up to a full fighter contingent nor do much against ships (you aren't flying Sloane after all). Similarly Warlord when not combined with the mentioned h9's is not really worthwhile, and neither is Dominator or enhanced armament. With a bit of rearranging:

 

Advanced Gunnery or Most Wanted,   Contested Outpost,  Solar Corona
 

Admiral Moff Jerjerrod

Vic II - Flagship - Minister Tua / ECM / Gunnery Team / Disposable Capacitors - 104 pts

Vic II - Gunnery Team / Disposable Capacitors - 95 pts

Vic I - Warlord / Agent Kalus / Ordnance Pods / H9 Turbolasers - 95 pts

Gozanti - Comms Net - 25 pts

Gozanti - 23 pts

35 pts of Squadrons

Cienna Ree - 17

Gamma Squadron - 10

Tie Fighter Squadron - 8


-or-


Vic II - Flagship - Minister Tua / ECM / Gunnery Team / Disposable Capacitors - 104 pts

Vic II - Gunnery Team / Disposable Capacitors - 95 pts

Vic I - Warlord / Agent Kalus / Ordnance Pods / H9 Turbolasers - 95 pts

Gozanti - 23 pts

60 pts of Squadrons

3x Tie Defender Squadrons

1x Tie Advanced Squadron

 

Those squadron builds aren't quite dialed in but they should do well enough. If you find you need more teeth on your gunship Vics I would recommend looking at Heavy Ion Emplacements, SW-7's, Dual Turbolaser Turrets, or XI7's.

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This is my Triple Victory list currently, GAT makes a great commander as you can give your VICs nav and con fire. I like to advanced gunnery the pryce ship and run everyone at Speed 2. Place them near the edge of the deployment zone so you can get into the fight fast. Do not place them in a super tight formation, but lightly have them aiming in the same direction. I like to get into close range with these bad boys and "swarm" an enemy ship so it cannot leave combat.  Jerk Gozanti does Jerk Goanti things. @The Jabbawookie didn't this question JUST get asked? 

Commander: Grand Admiral Thrawn

Assault: Advanced Gunnery
Defense: Jamming Barrier
Navigation: Solar Corona

Victory I (73)
• Governor Pryce (7)
• Ordnance Experts (4)
• Dual Turbolaser Turrets (5)
• External Racks (3)
• Warlord (8)
= 100 Points

Victory I (73)
• Hondo Ohnaka (2)
• Ordnance Experts (4)
• Spinal Armament (9)
• External Racks (3)
• Seventh Fleet Star Destroyer (5)
= 96 Points

Victory I (73)
• Grand Admiral Thrawn (32)
• Ordnance Experts (4)
• Spinal Armament (9)
• External Racks (3)
• Seventh Fleet Star Destroyer (5)
= 126 Points

Gozanti Cruisers (23)
• Slicer Tools (7)
• Suppressor (4)
= 34 Points

Squadrons:
• Ciena Ree (17)
• Mauler Mithel (15)
= 32 Points

Total Points: 388

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I need to buy the fighter expansion packs for rebel and empire, as they only come back in stock, i've only had the fighters from the core sets

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8 hours ago, newbie01 said:

I need to buy the fighter expansion packs for rebel and empire, as they only come back in stock, i've only had the fighters from the core sets

If Polish language squadron cards are no trouble for you then there is plenty of them on the market in Poland with a very good price (almost 50% discount)

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I’d second the importance of Moff JJ for Vics.  With only a single click on navigation its not difficult for even large based ships to out maneuver your front arc.  You can negate this through Thrawn, Moff JJ,  or spamming navigate tokens.

I find Moff JJ to be the best option as he provides 2 clicks instead of one compared to the navigate command.  He’s cheap, leaves your command dials open for pushing squadrons or concentrating firepower.  You also never have to pre plan with his ability, you get it every turn you need it.  Although it comes at a cost of 1 shield so the sloppier you are at predicting your opponents movements the more its going to cost you to move back on course.  I’ve surprised many an opponent with my ability to arc dodge with a victory using Moff JJ, especially if you combine him with a well planned nav dial allowing a speed 2 with 2 clicks at each joint.  

I find Thrawn incredibly expensive to supply 3 navigate commands.  Sure he provides a little bit of flexibility depending on who you’re facing but most often you’ve taken Thrawn to spam navs for your Vic’s.

I’m an avid fan of Warlord, best Vic title IMO.  I’ve dropped H9 and instead fly Warlord with Captain Jonus.  You get a bomber that punches far above his weight class by allowing you to convert blank reds to an acc (then to a double hit).  The only downside is if you’re flying limited squadrons then a single bomber isn’t going to last long.

I love the idea of Dominator but he’s the most expensive title is the entire game.  Demolisher is only 10 points!  Dropping Dominator frees up 12 pts for better options.

Just my $0.02

-PP

 

 

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Here's one that I have had fun with 

Name: Motti tripple vic
Faction: Imperial
Commander: Admiral Motti

Assault: Close-Range Intel Scan
Defense: Planetary Ion Cannon
Navigation: Solar Corona

Victory II (85)
• Admiral Motti (24)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Leading Shots (4)
• Seventh Fleet Star Destroyer (5)
= 133 Points

Victory II (85)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Leading Shots (4)
• Seventh Fleet Star Destroyer (5)
= 109 Points

Victory II (85)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Leading Shots (4)
• Seventh Fleet Star Destroyer (5)
= 109 Points

Squadrons:
• 5 x TIE Fighter Squadron (40)
= 40 Points

Total Points: 391

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45 minutes ago, Kylemcph240 said:

Here's one that I have had fun with 

Name: Motti tripple vic
Faction: Imperial
Commander: Admiral Motti

Assault: Close-Range Intel Scan
Defense: Planetary Ion Cannon
Navigation: Solar Corona

Victory II (85)
• Admiral Motti (24)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Leading Shots (4)
• Seventh Fleet Star Destroyer (5)
= 133 Points

Victory II (85)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Leading Shots (4)
• Seventh Fleet Star Destroyer (5)
= 109 Points

Victory II (85)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Leading Shots (4)
• Seventh Fleet Star Destroyer (5)
= 109 Points

Squadrons:
• 5 x TIE Fighter Squadron (40)
= 40 Points

Total Points: 391

Quite like this build, i might replicate it against my friend 

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On 5/8/2019 at 5:25 PM, Kylemcph240 said:

It's fun! just make sure to deploy the vics together so your enemy has to at all 3 :)

Im on holiday next week and have two to three games planned, so il post in battle reports how i get on , thank you all for your suggestions 

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Did Someone say triple VIC lists???

An abomination born from a deranged human mind at 1:16 AM 
Author: Alpharius

Faction: Galactic Empire
Points: 399/400  

Commander: Darth Vader

Assault Objective: Blockade Run
Defense Objective: Contested Outpost
Navigation Objective: Minefields

 

Victory I-Class Star Destroyer (73 points)
-  Quad Battery Turrets  ( 5  points) 
-  External Racks  ( 3  points) 
= 81 total ship cost

 

Victory I-Class Star Destroyer (73 points)
-  Quad Battery Turrets  ( 5  points) 
-  External Racks  ( 3  points) 
= 81 total ship cost

 

Victory I-Class Star Destroyer (73 points)
-  Quad Battery Turrets  ( 5  points) 
-  External Racks  ( 3  points) 
= 81 total ship cost

 

[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
-  Darth Vader  ( 36  points) 
-  Skilled First Officer  ( 1  points) 
-  Gunnery Team  ( 7  points) 
= 156 total ship cost

 

= 0 total squadron cost

I know its silly, but I'm gonna try it anyway!

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22 minutes ago, Alpharius18 said:

Did Someone say triple VIC lists???

An abomination born from a deranged human mind at 1:16 AM 
Author: Alpharius

Faction: Galactic Empire
Points: 399/400  

Commander: Darth Vader

Assault Objective: Blockade Run
Defense Objective: Contested Outpost
Navigation Objective: Minefields

 

Victory I-Class Star Destroyer (73 points)
-  Quad Battery Turrets  ( 5  points) 
-  External Racks  ( 3  points) 
= 81 total ship cost

 

Victory I-Class Star Destroyer (73 points)
-  Quad Battery Turrets  ( 5  points) 
-  External Racks  ( 3  points) 
= 81 total ship cost

 

Victory I-Class Star Destroyer (73 points)
-  Quad Battery Turrets  ( 5  points) 
-  External Racks  ( 3  points) 
= 81 total ship cost

 

[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
-  Darth Vader  ( 36  points) 
-  Skilled First Officer  ( 1  points) 
-  Gunnery Team  ( 7  points) 
= 156 total ship cost

 

= 0 total squadron cost

I know its silly, but I'm gonna try it anyway!

Hey you never know till you try, or try, there is no try, do or do not

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