Building a Fleet - General Concepts

By BiggsIRL, in Star Wars: Armada

Looks good:)

I personally would disagree with the statement about bidding to go second because I think you should NEVER EVER IF YOUR LIFE LITERALLY DEPENDED ON IT purposely bid for second player(not saying there might be a situation where looking at your opponents you decide to go second) but thats based on my experience.

It's just become a pet peeve of mine seeing the constant refrence to bidding for second player... Of course you might have diffrent experiences and I'm not actually crtitizining you, just expressing frustration

I am certainly not going to argue with you there locally, I see a lot of players going the bid for second route, and I just smile and graciously accept first player with my 297-300 pt list.

Honestly I am interested to see how it shakes out. At the moment in our league matches there is a very slight bias towards First Player, but sample size is still low.

I'm always happy to play second. I love playing my own Objectives.

As soon as I become a better ship handler, I'll even be happy about the Blue objectives.

Looks good:)

I personally would disagree with the statement about bidding to go second because I think you should NEVER EVER IF YOUR LIFE LITERALLY DEPENDED ON IT purposely bid for second player(not saying there might be a situation where looking at your opponents you decide to go second) but thats based on my experience.

It's just become a pet peeve of mine seeing the constant refrence to bidding for second player... Of course you might have diffrent experiences and I'm not actually crtitizining you, just expressing frustration

I am certainly not going to argue with you there locally, I see a lot of players going the bid for second route, and I just smile and graciously accept first player with my 297-300 pt list.

Honestly I am interested to see how it shakes out. At the moment in our league matches there is a very slight bias towards First Player, but sample size is still low.

I'm always happy to play second. I love playing my own Objectives.

As soon as I become a better ship handler, I'll even be happy about the Blue objectives.

You can make a fleet where all 3 objectives favour you greatly and give only bad choices to the oponent, but if you cant going first is obviously better.

Edited by Microscop

Yes and no. I can build a list that works great going first or second, the objectives support my goals and make the game a tough choice for my opponent. However, I LOVE going first.

I will keep saying this, going first means I determine the engagements. I decide when combat will be joined. I love that power

Yes and no. I can build a list that works great going first or second, the objectives support my goals and make the game a tough choice for my opponent. However, I LOVE going first.

I will keep saying this, going first means I determine the engagements. I decide when combat will be joined. I love that power

tumblr_lvga6wARjj1qdku5lo1_250.gif

On extreme lists:

Extreme lists work extremely well (... sorry, I had to) when you have a theme that is self-reinforcing and, ideally, not weak to anything you will commonly find. What I mean by that is this:

If you are in a meta with lots of people who don't play fighters, an extreme bombers build may work very well, but it would bonk in hysterically catastrophic fashion against a heavy fighter build. So you need to know your opponents.

Thus, the best "extreme" lists are also those that are not weak to anything in particular. Right now, I think the best extreme lists are the VSD Rhymer + Fighter Swarm (as this turns your fighters into effective bombers and is thus not weak against anything) and the CR90 swarm.

On gunnery teams and the VSD:

Mandatory for the VSDII, as that is how you get mileage out of the mid-range front arc. Not so much for VSDI. By mandatory, I mean a must take unless it screws up your list - truly mandatory is always the things that are required to make it work at all.

On going first or second and bids:

It is suicidal to make a list that is dependent on going second, because some crazy jerk is always going to bid lower and make you go first. I believe the best lists are those where they reinforce your objectives, so your opponent will never want you going second, but also have enough ships that going first is very dangerous. Right now, that is much easier for the rebels with volume of ships, but also why I like the VSD + Rhymer + Fighters list, as you really don't want to get hit with a squadron command from a carrier VSD with that before you move.

Thus, my best strategy is just make an exact 300 point list that has great objectives, and if you go first, extra bonus.

These are the list building considerations I think would be good for the second iteration of this article, though. Or I can expound on them, but I don't know that people want to hear my brand of sarcasm for that long...

EXTREME LISTS: interesting.

Given unlimited access to cards and squadrons, what are the two most expensive single ship lists you can create under wave 1?

One Imperial one Rebel.

Assuming they come out roughly the same value it would be interesting to match them too.

EMPIRE FLEET (300 points)

  1. Victory I-class Star Destroyer - Admiral Motti (97)
  2. Victory I-class Star Destroyer (73)
  3. Victory I-class Star Destroyer (73)
  4. Major Rhymer TIE Bomber Squadron (16)
  5. TIE Bomber Squadron (9)
  6. TIE Fighter Squadron (8)
  7. TIE Fighter Squadron (8)
  8. TIE Fighter Squadron (8)
  9. TIE Fighter Squadron (8)

REBEL FLEET (298 points)

  • Assault Frigate Mark II A - Garm Bel Iblis - Enhanced Armament (116)
  • Assault Frigate Mark II A - Enhanced Armament (91)
  • Assault Frigate Mark II A - Enhanced Armament (91)

EXTREME LISTS: interesting.

Given unlimited access to cards and squadrons, what are the two most expensive single ship lists you can create under wave 1?

One Imperial one Rebel.

Assuming they come out roughly the same value it would be interesting to match them too.

EMPIRE FLEET (300 points)

  1. Victory I-class Star Destroyer - Admiral Motti (97)
  2. Victory I-class Star Destroyer (73)
  3. Victory I-class Star Destroyer (73)
  4. Major Rhymer TIE Bomber Squadron (16)
  5. TIE Bomber Squadron (9)
  6. TIE Fighter Squadron (8)
  7. TIE Fighter Squadron (8)
  8. TIE Fighter Squadron (8)
  9. TIE Fighter Squadron (8)

REBEL FLEET (298 points)

  • Assault Frigate Mark II A - Garm Bel Iblis - Enhanced Armament (116)
  • Assault Frigate Mark II A - Enhanced Armament (91)
  • Assault Frigate Mark II A - Enhanced Armament (91)

That streches the defenition of "single ship" a bit.

[ EMPIRE FLEET (269 points)
1 • Victory II-class Star Destroyer - Grand Moff Tarkin - Admiral Chiraneau - Flight Controllers - Expanded Hangar Bay - Overload Pulse - Enhanced Armament - Dominator (174)
2 • Major Rhymer TIE Bomber Squadron (16)
3 • TIE Bomber Squadron (9)
4 • Darth Vader TIE Advanced Squadron (21)
5 • Mauler'' Mithel TIE Fighter Squadron (15)
6 • TIE Fighter Squadron (8)
7 • TIE Fighter Squadron (8)
8 • Soontir Fel TIE Interceptor Squadron (18)
http://armada.fabpsb.net/permalink.php?sq=e2c1o10w2g1i1t1f2e8e9e11e10e4e4e13 ]
e2c1o10w2g1i1t1f2e8e9e11e10e4e4e13



[ REBEL FLEET (253 points)
1 • Assault Frigate Mark II A - Mon Mothma - Adar Tallon - Flight Controllers - Expanded Hangar Bay - Electronic Countermeasures - Enhanced Armament - Gallant Haven (157)
2 • B-wing Squadron (14)
3 • B-wing Squadron (14)
4 • Y-wing Squadron (10)
5 • Y-wing Squadron (10)
6 • A-wing Squadron (11)
7 • A-wing Squadron (11)
8 • X-wing Squadron (13)
9 • X-wing Squadron (13)
http://armada.fabpsb.net/permalink.php?sq=r7c4o9w2g1d1t1f10r11r11r9r9r13r13r6r6 ]
r7c4o9w2g1d1t1f10r11r11r9r9r13r13r6r6




That's the best I can do, having CoreSet+Wave1, but assuming I could duplicate the Cards...

I don't know, I think at this point, I'd give the advantage to the Rebels despite undershooting the Imperial Points... But that being said, the Destroyer has the Durability that the Frigate does not - relying primarily on Mothma and ECM to stay alive against the VSD...

You can pack more points into those squadrons.

Yes and no. I can build a list that works great going first or second, the objectives support my goals and make the game a tough choice for my opponent. However, I LOVE going first.

I will keep saying this, going first means I determine the engagements. I decide when combat will be joined. I love that power

tumblr_lvga6wARjj1qdku5lo1_250.gif

you have no idea. . . I simply love going first. I dont need to make plans since whatever I do you have to respond to.

[ EMPIRE FLEET (269 points)

1 • Victory II-class Star Destroyer - Grand Moff Tarkin - Admiral Chiraneau - Flight Controllers - Expanded Hangar Bay - Overload Pulse - Enhanced Armament - Dominator (174)

2 • Major Rhymer TIE Bomber Squadron (16)

3 • TIE Bomber Squadron (9)

4 • Darth Vader TIE Advanced Squadron (21)

5 • Mauler'' Mithel TIE Fighter Squadron (15)

6 • TIE Fighter Squadron (8)

7 • TIE Fighter Squadron (8)

8 • Soontir Fel TIE Interceptor Squadron (18)

http://armada.fabpsb.net/permalink.php?sq=e2c1o10w2g1i1t1f2e8e9e11e10e4e4e13 ]

e2c1o10w2g1i1t1f2e8e9e11e10e4e4e13

[ REBEL FLEET (253 points)

1 • Assault Frigate Mark II A - Mon Mothma - Adar Tallon - Flight Controllers - Expanded Hangar Bay - Electronic Countermeasures - Enhanced Armament - Gallant Haven (157)

2 • B-wing Squadron (14)

3 • B-wing Squadron (14)

4 • Y-wing Squadron (10)

5 • Y-wing Squadron (10)

6 • A-wing Squadron (11)

7 • A-wing Squadron (11)

8 • X-wing Squadron (13)

9 • X-wing Squadron (13)

http://armada.fabpsb.net/permalink.php?sq=r7c4o9w2g1d1t1f10r11r11r9r9r13r13r6r6 ]

r7c4o9w2g1d1t1f10r11r11r9r9r13r13r6r6

That's the best I can do, having CoreSet+Wave1, but assuming I could duplicate the Cards...

I don't know, I think at this point, I'd give the advantage to the Rebels despite undershooting the Imperial Points... But that being said, the Destroyer has the Durability that the Frigate does not - relying primarily on Mothma and ECM to stay alive against the VSD...

Hmmmm I am not a fan of single ship builds. . . I feel that if that ship goes down then you lose the game utterly. . .

Oh. I'd never play these lists. Never. They were just in response to the question of the Single Ship build, as expensive as it could go, Plus Fighters... If I absolutely HAD to do that (if it was a Tournament Theme or something), those are probably how I'd go...

Oh. I'd never play these lists. Never. They were just in response to the question of the Single Ship build, as expensive as it could go, Plus Fighters... If I absolutely HAD to do that (if it was a Tournament Theme or something), those are probably how I'd go...

I cant think of a single reason to run only 1 ship. . .

Oh. I'd never play these lists. Never. They were just in response to the question of the Single Ship build, as expensive as it could go, Plus Fighters... If I absolutely HAD to do that (if it was a Tournament Theme or something), those are probably how I'd go...

I cant think of a single reason to run only 1 ship. . .

Because when you win you can rub it in the face of your opponent for weeks :)

Oh. I'd never play these lists. Never. They were just in response to the question of the Single Ship build, as expensive as it could go, Plus Fighters... If I absolutely HAD to do that (if it was a Tournament Theme or something), those are probably how I'd go...

I cant think of a single reason to run only 1 ship. . .

Because when you win you can rub it in the face of your opponent for weeks :)

Ehhh I still can't see it. . . You would have to know what your facing. . . The Whale could do it but you would need B-Wings to keep it safe, Raymus Antilles to feed you engineering tokens. . . Hmmm, the Gallant Haven could do it I guess. . .

It would make for an interesting thought experiment. Kinda like Soontir Fel and nothing else list in X-Wing that went 3-2 in a Regional.

Yep, that was the intent of the one ship list challenge.

Extreme list certainly, practical - no way