Beginner's Builds

By ScruffyMagic, in Star Wars: Armada Fleet Builds

Hey guys, this is my first serious attempt at making playable fleets. I tried to design it around the objectives. Any feedback would be appreciated.

Rebels:

Objectives: Precision Strike, Hyperspace Assault, Minefields

2x X-Wing Squadron

1x A-Wing Squadron

2x B-Wing Squadron

1x Wedge Antilles Squadron

1x Dutch Vander Squadron

1x Assault Frigate Mark II A - Garm Bel Iblis, Flight Controllers, Expanded Hangar Bay, Electronic Countermeasures, Gallant Haven

1x Nebulon-B Escort Frigate - Weapons Liaison, Yavaris

Total Points: 297

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Imperials:

Objectives: Advanced Gunnery, Contested Outpost, Dangerous Territory

2x TIE Advanced Squadron

3x TIE Interceptor Squadron

1x Soontir Fel Squadron

1x Howlrunner Squadron

1x Victory II-class Star Destroyer - Grand Moff Tarkin, Weapons Liaison, Leading Shots

1x Gladiator I-class Star Destroyer - Defense Liaison, Engine Techs, Demolisher

Total Points: 298

Thanks!

Bel Iblis does not work well with hyperspace assault. The ship coming in misses out on the turn 1 tokens, or if it's Iblis' than all ships miss out on tokens until turn 5. Aside from that you rebel build looks ok.

The imperial build, I'd drop a couple of fighters maybe an advanced to upgrade the Demolisher w/ ACM and switch the def. liaison for Wulf. I'd advocate lessening your fighter presence as your configuration is almost exclusively anti-squadron, and ACM and Wulf with Demolisher is a brutal combo.

Edited by Indomitable

I agree that ACM , Wulf and Demolisher are a nasty combination.

However Wulf and Tarkin seems like overkill.

If you go for Wulf then you can replace Tarkin with Screed. That makes the demolisher even better. It also gives you points for an Expanded Hanger Bay.

I am also not a fan of the defence and weapon liasons.

With your squadrons I would try and fit Rhymer in there instead of either Fel or Howlrunner. It gives you a decent anti ship option if you win the fighter battle.

I would also drop the points value of the imps. Demolisher also really likes to go 1st so you want to win the initiative. Best way to do that is drop or downgradethe squadrons.

As far as objectives go I like Contested Outpost and Advanced Gunnery. Not sure about Dangerous Territory as you don't really want half your fleet and the only mobile ship to run around collecting tokens. That is best suited for a rebel fleet with a Corvette and at least 2 other ships. I'd probably go for Superior Positions. The demolisher with engine techs can easily get shots into the rear and get away. The Vicky is not great at protecting its arse but it has brace and redirect so should be fine early. Also you want the opponent to target the Vicky as the Glad is weaker and will be causing more damage.

As for the Rebs objectives. You have lots of red dice so Fire Lanes isn't a bad option. You don't want Contested Outpost as that is best suited to VSD's and Fleet Ambush splits your 2 ships up when you really want them working together.

Thanks for the advice! I made some minor changes:

Rebels:
Objectives: Precision Strike, Hyperspace Assault, Minefields
2x X-Wing Squadron
1x A-Wing Squadron
2x B-Wing Squadron
1x Wedge Antilles Squadron
1x Dutch Vander Squadron
1x Assault Frigate Mark II A - General Dodonna, Flight Controllers, Expanded Hangar Bay, Electronic Countermeasures, Gallant Haven, XX-9 Turbolasers
1x Nebulon-B Escort Frigate - Yavaris, XX-9 Turbolasers
Total Points: 300
I switched out Bel Iblis for Dodonna per Indomitable's suggestion. The XX-9 turbolasers should synchronize well with Dononna, but I'm a little worried about the total points cost. Should I ride it at 300 or lower it somehow?
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Imperials:
Objectives: Advanced Gunnery, Contested Outpost, Superior Positions
1x TIE Advanced Squadron
4x TIE Interceptor Squadron
1x Major Rhymer Squadron
1x Howlrunner Squadron
1x Victory II-class Star Destroyer - Admiral Screed, Expanded Hangar Bay
1x Gladiator I-class Star Destroyer - Wulff Yularen, Assault Concussion Missiles, Engine Techs, Demolisher
Total Points: 292
Again, thanks for the advice, I tried make use of it. The squadrons and the point cost are the two things here I'm not 100% on. Should I bump the points up a bit or is 292 the right amount to ensure initiative? As far as the fighters are concerned, I'm wondering if I should drop the interceptors to tie fighters. It would let me field more of them or maybe add a little flexibility to my fleet-building. The Soontir Fel + Tie Advanced combo is cool, but I want a more "overwhelming force" approach to the squadrons rather than wearing them down with attrition. Thoughts?