The '1 expansion' poor man's strategy thread (400 points)

By D503, in Star Wars: Armada Fleet Builds

Hi there!

The idea here is to get a strategy thread for people who just buy one of each expansion and one starter set. No 'I have 7 Nebulon B' lists here.... There are poor people who play games who will have a very limited supply of ships, and cards. The focus will be on lists that a poor person can take to a tournament and still be in with a fighting chance.

The purpose is not to encourage people who buy less, or look down on people who buy multiples, rather to boil the strategy down to the minimum and go from there.

I will keep a running list on the second post of the total cards and ships that we will have. Here is an example of my poor man's wave 1 list from yesterday:

Victory 1 (flagship - Grand Moff Tarkin)

Weapons liason

Expanded launchers

H9 Turbolasers

(135 points)

Victory 2

Weapons liason

Flight controllers

Expanded hangar bay

(99 points)

Gladiator 1

Assault Concussion Missiles

Demolisher

Nav team

(77 points)

Howlrunner

3x TIE fighters

Major Rhymer

TIE bomber

2x TIE Advanced

(89 points)

Fleet Total = 400 points. Initiative is for losers.

Main idea is all ships spam navigate commands to counter their turd-like manoeuvrability, and Tarkin gives (mostly) free nav tokens every turn. If a squadron or focus fire command is needed by the Victories, then they burn the Tarkintoken to get it. Nav Tarkintokens are awesome for demolisher because of the nav team, of course.

The Victory 1 is comedy gold. I played this list last night, and actually got to roll 6 black (focus fire) and 3 red dice.... Instant-popped both a Neb-B and a CR90 in 2 consecutive turns. It felt like I was punching a kitten in the face.

Anyway, I'll reserve the second post for a list of cards and ships that you get when using one expansion only. If there is a call for this kind of poor man's gaming thread, it will take off. If not, it won't.

D503

Edited by D503

List of ships and cards available as of Wave 1 when buying only one of each expansion:

Imperial ships

2x Victory Star Destroyer

1x Gladiator Star Destroyer

Rebel ships

2x Nebulon B

2x CR90 Corellian Corvette

1x Assault Frigate Mk2

----------------------------------

Imperial squadrons

6x TIE Fighter / Mauler Mithiel

2x TIE Fighter / Howlrunner

2x TIE Bomber / Major Rhymer

2x TIE Interceptor / Soontir Fel

2x TIE Advanced / Darth Vader

Rebel squadrons

4x X-wing / Luke Skywalker

2x X-wing / Wedge Antilles

2x Y-wing / Dutch Vander

2x A-wing / Tycho Celchu

2x B-wing / Keyan Farlander

----------------------------------

Edited by D503

Poor man's generic ship/card combos:

These are combinations of cards that can be used to create synergy on a single ship. Plug and play, as it were.

No.1, courtesy of Wes Jansen:

Intel Officer (Neb, Vic), X17 Turbolasers (Neb B) , Electronic Counter Measures (Core, AF, CR90)

(20 points. Possible on both AFmk2, MC30, MC80, and also on the CR90A, ISD2)

  • Forces the opponent to discard their brace if they use it
  • ​X17s neuter redirect, meaning that unless they burn their brace, all damage apart from 1 is going to go on the side closest to you.
  • ​Allows the brace on your ship to be guaranteed usable against one ship per turn
  • All cards are from rebel ship packs, meaning this is the combo for rebels, but is also good on an ISD2

Rebel Ship combos

These are rebel ships that are nasty in any list, without the dedicated support of an admiral ability.

No.1, courtesy of Rythbyrt:

Neb-B support refit + Redemption (Neb) , Raymus Antilles (CR90), Projection Experts (MC80)

(total ship cost = 72 points)

  • Using Raymus' free token, gets 6 engineering points per turn
  • Regenerates 3 shield per turn, passes 2 onto another ship at distance 1-5
  • Gives +1 engineering point to all ships within distance 1-5 when using an engineering command

Imperial Ship combos

These are Imperial ships that are nasty in any list, without the dedicated support of an admiral ability.

No.1, courtesy of Demaratus:

VSDII + Warlord (Vic), Gunnery team (Core, Vic, AF) , Captain Needa (ISD) , Turbolaser Reroute Circuits (MC30)

(total ship cost = 109 points)

  • Changes any accuracy to a hit/double hit (perhaps twice with gunnery team)
  • Changes any red die to crit or double hit (perhaps twice with gunnery team)
  • However, impairs defence by switching one redirect for an evade
  • Extremely good with another ship that uses Screed-crits to guarantee an overload pulse, if Screed is your thing.

No.2, courtesy of me:

VSDI + Dominator (Vic), Expanded launchers (GSD) , H9 Turbolasers (Core, CR90, AF) , Wulff Yularen (Core)

(total ship cost = 113 points)

  • Complete donkeypuncher combo. Front arc dice when focussing fire is 5 black, 3 red, 2 blue +1 of any colour. Adding a black die averages you about 9-10 damage and 1-2 accuracy at close range.
  • Is always guaranteed at least 1 accuracy result due to H9 turbo lasers.
  • Give an engineering token each turn and then replenish it with Wulff. Use it to regenerate 1 shield every turn.
  • Best commands: 1 engineering, then always navigate to overcome crap manoeuvrability.
Edited by D503

Sounds awesome. Excitedly monitoring this thread.

Some squadron combinations I thought up. There are some great 4/5 ship combinations with the new rogues and villains available now even for the poor gamer.

As usual, these can be plugged into any list and aren't dependent on specific admirals or activating ships, although there are obviously carrier builds that make them far better.

1-expansion squadron combos:

Nym, 2x Y-wing, HWK90

(All are similar speed, and good bombers. HWK cheaply gives them intel to keep them on target. Needs 4 activations - good for AFmk2 with hangars or MC80. Cheap, troll-tastic bombing run.)

YT-1300, 2x B-wing, Jan Ors

(Jan Ors gives defence tokens to the YT-1300 which soaks up damage as an escort. This is my new 'Gallant Haven' squad. Slow as a turd though, unless taken with titled MC80 Independence.)

Rendar, 2x X-wings, Luke

(Good all-round squad for fighting ships with bomber, or squadrons. Render provides excellent firepower, and is always the last to die. His rogue ability means this works with a non-dedicated carrier ship with squadron command of 3.)

Howlrunner , TIEs, Dengar

(Add a number of TIEs (1-3) depending on activating ship. Howlrunner gives out extra dice, Dengar gives re-rollable counter. Intel there if you need it. Can use fighters or interceptors, maybe an advanced for escort duty, depending on activation/points requirements).

Plus the ubiquitous Rhymerball of course, not that it needs explaining. You can throw in a rogue firespray or 2 now if you have points to burn.

--------------------------

What are the combinations you have come up with for effective squadrons as of wave 2?

Edited by D503

Watching with interest :)

Here is a wave 2 'no-squadron' list I knocked together for Imperials. Again, this uses no more than one of each expansion. This list focuses on shutting down enemy defences with the Vic IIs, and the ISD taking advantage of it's speed and manoeuvrability to close in and use it's black dice. I included the impetuous as it is a wonderful squadron deterrent, and can use its speed and manoeuvrability to act as a minor 'finisher' of disabled ships.

On the table, 1 ISD and 2 Vics also form a huge triangle, so it counts as meta-Sith. Yeah.

The vics have gunnery teams as they are slow, and can therefore fire twice out of the front arc. Even though they can only guarantee a shutdown on one ship per turn, it is very possible for them to do two.

I think this list is actually pretty competitive. You certainly would be a tough match even for a 'spam' list.

Imperial 1

  • Screed
  • Avenger title
  • 141 points

Victory II

  • Gunnery team
  • Overload pulse
  • 100 points

Victory II

  • Gunnery team
  • Overload pulse
  • 100 points

Raider 1

  • Impetuous title
  • Quad laser cannons
  • Ordinance experts
  • 57 points

398 points

Edited by D503

Wave 2 new shinies

Mon Cal - command

*Akbar

*Home One

Assault Frigate mk2-B

*Gunnery Team (afmk2 pack)

Scout Shrimp

*Gunnery Team (core set)

*Foresight

CR-90a

[Total: 358]

fill out with some squadrons or something

No.2, courtesy of me:

Neb-B escort + Yvaris (Neb) , Adar Tallon (AF2)

Han Solo

(total ship/squadron cost = 72+26 = 98 points)

  • Han Solo is self activating, and always shoots first.
  • Adar Tallon moves his slider to inactive.
  • Yvaris activates Han, and as he is already in position allows him to shoot 2 more times.
  • Han is borderline expensive normally, but what if he was guaranteed to shoot 3 times every turn?
  • Yvaris is no slouch/gimmick - it's not a specialised ship, you can add other upgrades to make it better.

I doubt that this a legal way to play it.

Adar reads "after resolving a squadron command, exhaust this card to toggle the activation slider of one squadron activated with that command ". So if you activate Han with his special ability (and therefore toggling his activation slider afterwards) Adars ability is not usable on him anymore in that turn. It only works on ships that have been activated by a squadron command from the exact ship Adar is on.

However, I still read your idea on other forums/wiki, so I am not 100% sure with my interpretation..

No.2, courtesy of me:

Neb-B escort + Yvaris (Neb) , Adar Tallon (AF2)

Han Solo

(total ship/squadron cost = 72+26 = 98 points)

  • Han Solo is self activating, and always shoots first.
  • Adar Tallon moves his slider to inactive.
  • Yvaris activates Han, and as he is already in position allows him to shoot 2 more times.
  • Han is borderline expensive normally, but what if he was guaranteed to shoot 3 times every turn?
  • Yvaris is no slouch/gimmick - it's not a specialised ship, you can add other upgrades to make it better.

It only works on ships that have been activated by a squadron command from the exact ship Adar is on.

I think you are right. It would still take 2 ships to organise a Han-Solo triple tap. A shame.

Here's another good imperial squadron combo that i think has been over looked.

Soontir Fel

Boba Fett

TIE advance/Darth Vader

You can do 2 free damage to an enemy squadron per turn. Makes killing enemy fighters a little easier.

Soontir Fel

Boba Fett

Darth Vader

You also have 3 dice with bomber / psuedobomber against ships, too. Not too bad :)

Dengar + Mauler.

Join with Soontir, Bubba, and Vader for a pretty cool (if pricey) AS blob.

And Rhymer. Always Rhymer.