Help with my first few builds!

By jonboyjon1990, in Star Wars: Armada Fleet Builds

I've owned the game a few months now and have only really done a few demo games.

I own:

1x Core

1x Rebel Fighters

1x Neb exp

1x Corvette exp

1x Assault Frigate

1x Imperial fighters

1x VSD exp

1x Gladiator exp

So I've got access to quite a few ships/upgrades etc

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I'm wondering what good builds there are for individual ships and for fleets as a whole?

I know you can do things like:

Gladiator + Demolisher

VSD as a 'carrier' with expanded hangar bay, Chiraneau,

Rhymer etc etc

Yavaris Neb + B-wing escort?

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Are the following lists ok or awful?

Rebels:

Assault Frigate B

- Mon Mothma

- Adar Tallon

- Flight Controllers

- Expanded Hangar Bay

- Gallant Haven

Neb-B Escort

- Yavaris

- Engineering Team

Neb-B Escort

- Enhanced Armament

Corvette A

X-Wing x3

A-Wing x2

B-Wing x2

Imperials:

Victory II

- Tarkin

- Dominator

Victory II

- Admiral Chiraneau

- Expanded Hangar Bay

- Corrupter

Gladiator I

- Demolisher

- Engine Techs

- Assault Concussion Missiles

Major Rhymer

Mauler Mithel

TIE Bomber x1

TIE Interceptor x2

TIE Fighter x2

I've got no idea what I'm doing with objectives either...

Gunner helps those Victory 2s make the most of their front arcs. Intel Officer helps the damage get through.

If Grand Moff Tarkin is your commander, you will be able to use Defense Liaison and Weapons Liaison every turn.

Yes, they look Ok and are quite playable.
Some minor changes in Rebel list I'd like to suggest:

Enhanced Armaments is not the best option for Nebulon-B. You don't want to point that squishy side towards enemy's line.

Also you've got 8 squadrons, and you can support that ammount with two carriers only, namely Gallant Haven and Yavars. Maybe downgrade the other Nebulon to Support Refit option and add Raymus Antilles to Yavaris.

Adar Tallon is an expensive officer, IMHO worth it's points only when used with unique squadron (I.E. Luke, Farlander). I think you can invest that points somewere else.

OK - thanks for the help guys - now to get some games in!

Any thoughts on the objectives each list should take?

Intel sweep it's always an easy objective to play as a second player with imperials. You only have to build a line an use one of you VSD to take the tokens. If you deploy correctly you take three of them in the 2nd, 3rd and 4th rounds at speed 2. With the other ships cover the last token and the back of your objective ship. It's easy crossing your VSD's. Each one cover the back of the other.

With this you get 75 points unless your opponent goes to take your last token before. In that case shoot him with your ships that are waiting for him and get some points.

As I said, it's really easy to play, but maybe too mechanic. I didn't try it with rebels and propably i won't. The imperial just point to your route and hunt you since you take your flowers. But it's a speculation. Add Advanced Gunnery (your oppnent probably never take it but...) and with navigation objectives I am never sure. I like Hyperspace even when I don't play it very well.

My experience with rebels fleet is poor (if we don't count the times I crush them). But Hyperspace with yavaris (or salvation) looks a must for me. With your figthers, superior position could work using your movility and your squadrons to get some victory points. And most wanted or precission strike. The first let you choose his weakest ship or the most exposed and with your speed it could be easy to hunt. The second has a good synergy with your bomber escuadrons.

Maybe and expert player could help you more than me.