Star Wars Armada Victory Class Star Destroyer unboxing
The largest and most powerful of the starships from the Armada Core Set, and now available separately, the Victory-class Star Destroyer formed the core of the Imperial Navy at the outset of the Galactic Civil War. These ships measure roughly nine-hundred meters in length, sport crews numbering over five-thousand, and feature a dagger-shaped design that allows them to concentrate nearly all their weapons on their forward firing arcs.
Its a massive box! but then its a big ship, and I love how the Victory class looks. You may think why get another when the core set comes with one. Well , you can never have enough, and the two Victory class ships form a solid backbone to your fleet, plus the new admiral and cards that come in this set.
Lets take a look and see.....
You get a sheet with a component list on it so you can check you have all you need. As always all the required high quality tokens, bases, pegs and command dial holders you will need.
You get the same cards as in the core set for the ship the Victory I and II. The Victory I has more black dice for close range combat, and the II has a mix of red and blue for longer range combat. the II is my favourite of the pair as its more flexible, and with the slow speed of the ship it is hard to stay in close range for the black dice.
You get Admiral Motti as the new Imperial Admiral option in the pack. He is great as he increases the hull value of all your ships in the fleet, allowing them to take more damage. Director Isard lets you look at all the command dials of an enemy ship when you reveal yours, giving you a potential advantage of knowing what they are going o do and being able to plan to take it into account.
The intel officer can help you get rid of defence tokens on your target by exhausting him to pick one. If the target uses it they must discard it. The Defence liaison lets you spend a command token to turn your revealed dial into a manoeuvre or engineering command. The Veteran captain is there to be discarded when you reveal a command to gain a token of your choice. The gunnery team is an excellent addition as it allows you to fire twice from the same hull zone, which on a Victory class is great as it has most of its guns in the front arc, and a very wide front arc as well.
Flight controller gives your squadrons more firepower when they activate, and works well with Expanded Hanger bays which increase your squadron level by 1 allowing you to control more squadrons. Assault concussion missiles work when you roll a black critical hit and damage each adjacent hull zone to the one you target. Ion cannon batteries work well when you roll a blue critical hit, where you can choose and discard 1 command token from the enemy, but if they do not have any then the defending zone loses a shield. Overload pulse triggers again on blue criticals and exhausts all your opponents defence tokens, this is great to hit early on with before your other ships pummel the defenceless target. XX9 Turbo lasers trigger on any critical and makes the first two damage cards dealt be face up, therefore having the potential to hammer the opponents with critical effects.
Lastly we have two titles for the ship. Warlord lets you change a target result to a hit result when you are attacking, giving you the option to either lock out defence tokens, or pummel your target harder. Corrupter increases the speed of any bomber squadrons you activate.
Its a great looking ship, the same model as in the core set, but since I loved that one I am happy.
With the engine glow, and great paint work its an excellent model on the table, or on a shelf!
Grab this pack, it really adds some variety and great choices to your core experience, and I reckon a Victory class is always going to be a solid addition to your fleet.
to grab your own and expand your Imperial might head on over to your local game store and join the fight
Come and join us in all sorts of gaming chat in our Facebook group here, and come follow us on Twitter @rollyoursix and Instagram join the chat, and tell us about your games!
Its a massive box! but then its a big ship, and I love how the Victory class looks. You may think why get another when the core set comes with one. Well , you can never have enough, and the two Victory class ships form a solid backbone to your fleet, plus the new admiral and cards that come in this set.
Lets take a look and see.....
You get a sheet with a component list on it so you can check you have all you need. As always all the required high quality tokens, bases, pegs and command dial holders you will need.
You get the same cards as in the core set for the ship the Victory I and II. The Victory I has more black dice for close range combat, and the II has a mix of red and blue for longer range combat. the II is my favourite of the pair as its more flexible, and with the slow speed of the ship it is hard to stay in close range for the black dice.
You get Admiral Motti as the new Imperial Admiral option in the pack. He is great as he increases the hull value of all your ships in the fleet, allowing them to take more damage. Director Isard lets you look at all the command dials of an enemy ship when you reveal yours, giving you a potential advantage of knowing what they are going o do and being able to plan to take it into account.
The intel officer can help you get rid of defence tokens on your target by exhausting him to pick one. If the target uses it they must discard it. The Defence liaison lets you spend a command token to turn your revealed dial into a manoeuvre or engineering command. The Veteran captain is there to be discarded when you reveal a command to gain a token of your choice. The gunnery team is an excellent addition as it allows you to fire twice from the same hull zone, which on a Victory class is great as it has most of its guns in the front arc, and a very wide front arc as well.
Flight controller gives your squadrons more firepower when they activate, and works well with Expanded Hanger bays which increase your squadron level by 1 allowing you to control more squadrons. Assault concussion missiles work when you roll a black critical hit and damage each adjacent hull zone to the one you target. Ion cannon batteries work well when you roll a blue critical hit, where you can choose and discard 1 command token from the enemy, but if they do not have any then the defending zone loses a shield. Overload pulse triggers again on blue criticals and exhausts all your opponents defence tokens, this is great to hit early on with before your other ships pummel the defenceless target. XX9 Turbo lasers trigger on any critical and makes the first two damage cards dealt be face up, therefore having the potential to hammer the opponents with critical effects.
Lastly we have two titles for the ship. Warlord lets you change a target result to a hit result when you are attacking, giving you the option to either lock out defence tokens, or pummel your target harder. Corrupter increases the speed of any bomber squadrons you activate.
Its a great looking ship, the same model as in the core set, but since I loved that one I am happy.
With the engine glow, and great paint work its an excellent model on the table, or on a shelf!
Grab this pack, it really adds some variety and great choices to your core experience, and I reckon a Victory class is always going to be a solid addition to your fleet.
to grab your own and expand your Imperial might head on over to your local game store and join the fight
Come and join us in all sorts of gaming chat in our Facebook group here, and come follow us on Twitter @rollyoursix and Instagram join the chat, and tell us about your games!
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