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====Victory Star Destroyer==== The original big angry triangle, the Victory was not a good ship for the early days of Armada. Most of the problems stemmed from the fact that if you're committed to running a big angry triangle, the Imperial class options are just flat out better angry triangles in every way for a reasonable increase in points, being both faster AND more maneuverable on top of being tougher with more dakka and better title cards. Armada's designers must have come to the same conclusion, and starting with Wave 5 successive upgrades have been coming out that have retroactively brought the old Victory up to speed. Jerjerrod helps with the poor maneuvering, Quad Battery Turrets making slower speeds more viable, External Racks for Vic-Is and Disposable Capacitors for Vic-IIs, and FINALLY a way to give a Victory the much-needed Engine Techs. While the VSD is not perfect, it's far from obsolete in the current game. If you're wondering where it comes from, the Victory is loosely based on the ORIGINAL first draft of the Star Destroyer and was named in the Han Solo books that gave us the Z-95. *'''Victory-I Class Star Destroyer''' - What you get right out of the core box. Has hull, command, squadron and engineering points out of the wazoo so it makes a good centerpiece for your forces, as well as having 3 Shields on the front and side arcs. The problems with it are obvious though, it steers like a cow and plods along like it just doesn't care, so if it gets out-maneuvered it could be in trouble as it's shielding on the rear is only one point strong. However, upgrades have since come out to help mitigate this point somewhat (Moff Jerjerrod among others). It also suffers from a range imbalance with its weapons, having blacks mixed with reds, meaning it is fantastic at short range, but poorer at medium>long ranges, comparable to the Rebels Nebulon B frigates at those distances. It's also not that fantastic at dealing with enemy squadrons, having only a single blue dice, but that's why you've got TIEs. Where the Victory-I excels at is being a being a big, beefy offensive guard for some of your other ships. Keep the upgrades light, just External Racks and swap out a Redirect for Salvo with Local Fire Control if you're daring. Then, point towards the enemy and dare them to close the distance. *'''Victory-II Class Star Destroyer''' - The upgraded version improves the firepower considerably, replacing those black dice with blues, giving the Victory-I an impressive presence out to the medium range. With the release the Quad Battery Turrets and Disposable Capacitors upgrades, the Vic-II can now double as impressive long-range artillery before closing in for further engagements. Don't expect to always use the front arc very often, but a minimum of six dice at medium (or long) range is scary enough when you can just swivel it to deny entire regions of the board. *'''Titles:''' **'''''Dominator''''' - You can reduce up to two of your shields from any of your hull zones to add that many blue dice to an attack. This becomes a risky venture, particular if it's early in the game since you have to explicitly order your ship to get those shields back. Though you can find use for it late game if you know you can demolish an enemy ship in a single barrage of firepower, and you won't have to worry about reprisals. Debuted in the Core Set. **'''''Corrupter''''' - ''Rebels look at this with envy.'' When you issue an order to Bombers, they increase their speed by one. If you've got TIE bombers, then you'll want this as it increases your reach and allows you to better exploit openings in your enemy's fighter screens. Combine with Rhymer and your bombers now have an obscene alpha strike radius. Originially available only in the Victory-class Star Destroyer Expansion Pack. **'''''Warlord''''' - Can be helpful, when you attack, you can replace a single "accuracy" result with a "hit" result instead. So if you have a bad roll and end up with more accuracy than you require it allows you to do more damage. This also applies to anti-squadron shooting, where those accuracy results do sweet FA. So in essence the Warlord is more reliable. For those red dice, it CAN turn accuracy into double hit. Consider Sensor Team for reliable two damage on one of your anti-ship shots. Originally available only in the Victory-class Star Destroyer Expansion Pack. **'''''Harrow''''' - The buff that Victory Star Destroyers needed since day 1, finally premiered with the Rebellion in the Rim expansion. First, the title provides a much-needed support officer (aka: Engine Techs) slot. Second, if the ship is making a speed 1 maneuver, your movement yaw is now two clicks worth without having to spend a maneuver dial. Most importantly, the title only costs 3 points making it the cheapest VSD title out there. The one downside is that you can't equip multiple ships with the title, but even providing a single Vic with Engine Techs more than makes up for that. **'''''7th Fleet Star Destroyer''''' - When receiving an attack on your front arc, you can exhaust a copy of this card on a nearby 7th Fleet Star Destroyer to decrease the incoming damage by 1. Good for grouped up fleet playstyles like the Rebel's Hammerhead Task Forces or Mon Cal Exodus Fleet, but you're sacrificing good titles like ''Demolisher'', ''Harrow'', and ''Avenger'' to use it.
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