Ignition attacks are a rules nightmare that allow ships to make artillery attacks at ranges beyond the limit of the normal range ruler. What you get in return is an Ignition attack with up to six dice. It ruins your ability to command squadrons. It’s a modification, so you can’t take other modification upgrades. It goes onto ships with ‘Star Destroyer’ in their name. It has no titles, so there’s nothing else going for it. It’s too slow and too inflexible to be a fleet flagship. There are cheaper support ships that can mount Projection Experts. It’s a worse combatant than the Acclamators due to worse mobility and higher cost. It’s a worse battlecarrier than the vaunted Acclamator I. I can’t think of a single other role it can fulfil that isn’t done better by another ship. It’s the cheapest way to put SPHA-Ts onto the field. I bashed my head into many experimental builds and in the end, there really was one thing the Victory can do that no other ship in its roster can do. Now, it’s in a faction that has an outstanding medium hull in the Acclamator. Even with the upgrades, you can’t ignore the elephant in the room: it’s still the overcosted Victory I. It trades the Turbolaser slot for a duplicate Ordnance slot, which I consider a downgrade given the role it fulfils in the Republic Fleet. It gets a Support Team slot and a Salvo token to replace the duplicate Redirect. It is arguably still better than its Imperial counterpart. The Victory I is neither of those things, which puts it in a weird position. The Republic is a faction filled with cost-effective generalist warships. I’m gonna do the Acclamator and Venator some justice. I started with optimistic ideas about covering the entire faction in a single article, but the word count grew out of control and I wanted to get paid twice, so here we are. This is the continuation of Dockyard – Republic Navy.
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