Questions on Synergy and current Meta

By Geryon, in Star Wars: Armada Fleet Builds

Good afternoon,

So I am fairly new to Armada so please excuse my ignorance on these subjects but i have a few questions on the subject of the current Meta and the way that certain ships/squadrons synergise...

The current Meta seems to be Glad2(s)+Screed+ACM. From what i have read, this works as a get in close and missile boat them to death with ACMs... Would this be a viable use of the VSD1 or is this ship too points intensive to make this a valid strategy?

The next question i have is wether quantity is better than quality when it comes to squadrons? As i understand it, the Bombers (havent had a chance to use mine yet) work quite well with the Glad/Screed/ACM build but are a little squishy and so need support. The best looking option is to put them with a couple of TIE Advanced squadrons (which seem to be pretty much Imperial X-Wings) although would this truly be a better option than simply using MORE TIE Fighter squadrons in their place?

Again, i ask you to please excuse my Ignorance on these matters as i am only a few games in but i am definitely interested in the current Meta but dont have enough Glads to make best use of it. When starting out i went moreso for VSD and Tie Fighters (2xCore+Squadrons+VSD)

Any and all assistance is greatly appreciated. Feel free to go into whatever detail you like.

I don't see a problem per se throwing rockets on VSD1s, but I think VSD2 are relatively well-rounded and appropriate for a wider variety of scenarios. I like the points discount the 1s provide, but often feel like I'm in trouble if I'm not playing the "right" scenario. Undoubtedly several people will disagree! Lamest (but truest) advice ever: Experience with the ship trumps any amount of statistical analysis on which one is "better".

I frequently see VSD+GSD+squadrons (every game I played in the recent tournament, as a matter of fact) and Rhymer with anything else is really just fantastic.

The thinking with VSD1s versus GSDs when it comes to ACMs boils down to speed and getting close enough to using black dice. The GSD, ESPECIALLY WITH engine Techs, has some serious zoom zoom going for it, which can help when trying to get up close and personal with the ACMs and Black dice. The VSD, being a slower and bulkier ship, has a lot more trouble closing and using Black dice, plus, the VSD has so much inherent firepower that adding an upgrade seems kind of like wasting points, again especially an upgrade that won't get used to often.

As far as Imperial bombers go, seems to me that TIE bombers really only seem a good choice in fighter heavy list, synergize very well with Rhymer and Adm C and Overlord and the TIE adv. basically, if you're only running six TIEs, and two or three of those Bombers without Rhymer, then you're making it too easy for a couple of A-wings to tie you up out of range of the Rebel fleet, and out of the fight. If you're going with a half dozen TIEs, it's better to go pure fighter/Interceptor forming a Combat Air Patrol to defend your ships from Rebel bombers, and saving TIE bombers for a more fighter based list.

"The current meta" - what the bloody hell are you talking about?!

If you MUST use "meta" be aware that "current" is redundant.

These was no "previous meta".

Just ask the question. "what synergies work well with current common fleet builds?"

SORRY -Nothing personal meant, just META (REALLY) bugs me.

I get flashbacks to pretentious art critics indulging in "mental masturbation" on late night TV!

Quality over quantity rather depends on situation or scale.

Massive swarms of TIEs for example would be interesting.

Escort TB with TA - Oh yeah!

Oh the vsd1, will you be playing mirror matches much? The vsd1 does struggle catching rebels, but its pretty scary in a mirror match. I recently played against a double concussion missile vsd list with my imperials and it really did cause me to pause for thought! Imperials like shifting damage around with all their redirects, concussion missiles put a lot of pressure on this fast.

I see VSD-2s as being strictly superior to their counterparts in every single way except cost (which makes the VSD-1 a nice vessel for pure squadron support, when properly upgraded)

the VSD-2's blue dice simply represent a drastic increase in reliability, both in the near guaranteed returns on blue dice (no blanks, baby!) and in the 150% increase in range you get to throw them. Considering the VSD is and will likely remain the least maneuverable ship in the game, I'd say expecting their black dice to come up reliably even once per game is very optimistic.

Plus, in a pure VSD on VSD fight, my money's on the 2. Those blue dice are far more likely to snipe out the all important brace token and win the damage race.

What I've been playing is a VSD1 + 2x GSD2 list. A Victory II takes up too many points, leaving little to none for the fighter screen. I do use Admiral Screed on the Victory, and Assault Concussion Missiles on both Gladiators (Demolisher and Insidious titles, though still not sure whether Insidious is worthwhile). My fighter screen is either 6 TIE squadrons, or Howlrunner and 4 TIE squadrons.

A three-ship list is pretty powerful, but obviously light on squadrons. Getting the front-arc close range shot with the VSD is difficult, but the Gladiators are maneuverable enough to funnel your opponent toward the VSD or severely punish them if they go in close to the Gladiators. The TIES are a disposable screen, and Howlrunner lets you do some damage to the opposing squadrons which can help. Without Howlrunner, they're basically there to keep the enemy squadrons off you until the end of Turn 4 or so.

Objectives are worth discussing for this list. I use Hyperspace Assault, though nobody is every silly enough to pick it, Dangerous Territory, which is most often picked and rarely a game-decider, and Advanced Gunnery (rarely picked). If your opponent makes you First Player, then stay away from choosing Hyperspace Assault, Precision Strike and Most Wanted, or Minefields (bigger Imperial ships don't maneuver well enough to avoid the mines).

When taken straight out of the box with no upgrades I agree with you Fickle……but the vsd2 is more expensive so it probably should be better. The vsd1 I came up against was in a fleet with Screed and had concussion missiles and H9’s (only 3 points more than a vsd2) so it gets almost guaranteed accuracy results, guaranteed concussion crits, and just generally becomes rather unfriendly (about 6 damage + accuracy levels of unfriendly……or 4 damage + accuracy off the broadsides). A vsd2 would be looking at about 4 damage + accuracy of the front and 2ish damage off the sides.

I still wouldn’t be rushing out to take it at the moment unless lots of imperial vs imperial matches were expected, but if such matchups are expected then it could be worth considering. In the game I had against it my VSD2 got the first shot off, and took the first shot of the second exchange, but that VSD1 immediately evened up the damage as soon as it fired back in the second turn. Had the fire fight continued (my demolisher turned up and ended things) I have no doubt at all that the vsd1 would have been the victor.

Ok so first of all of just like to say thank you to everyone that's helped out with a bit of information.

Based on your responses I have come up with a list that I'm hoping will do some damage in the game night next Friday at my LGS. I'm pretty sure that they'll be running at 300pts but if they wanna go higher or lower I guess I can figure something else out..

Victory-2

Screed

Enhanced Armament

Weapons Liaison

Gladiator-1

Demolisher

ACM

Engine Techs

8x TIE Fighter Squadrons

Mauler Mithel Squadron

Howlrunner squadron

I'm hoping this will do some damage in most scenarios with plenty of fighters for screening plus howl and mauler to add some punch to those TIEs (gotta love that swarm). Not 100% sure on my objectives but I'm thinking Hyperspace Assault, Advanced gunnery and Minefields.

Wait. . . There is a meta? I am still trying to find a all round list that wins more than 80% (I get about 65% of my games as wins but above that. . . )

I feel Mithel is not that great without his favorite Admiral officer upgrade. Personally I would swap him out for Fel and drop some interceptors in there. (Howlrunner makes them 5 dice on the attack and 3 dice on the counter).

I also recommend a liason for the GSD, I find that is allows me to save up a CF and Squad token which allows me to focus in the engine techs at all speeds (getting a 45° turn every turn is powerful)

Mithel is a good card, but not an auto-pick by any means

- he needs Chiraneau - and needs to stay in his command range.

- he also suffers from the let's-play-hide-and-seek-in-obstacles game

- unless the enemy clumps together, he can only affect so many

- 1 damage is great vs. mirror matches, not so much against rebel fighters

Mithel is a good card, but not an auto-pick by any means

- he needs Chiraneau - and needs to stay in his command range.

- he also suffers from the let's-play-hide-and-seek-in-obstacles game

- unless the enemy clumps together, he can only affect so many

- 1 damage is great vs. mirror matches, not so much against rebel fighters

He can definitely turn the tide and allow Interceptors and Fel destroy X-Wings