New player fleet building

By Sethdraxus, in Star Wars: Armada Fleet Builds

Hey, as a new player I've been playing around with listbuilding to try and decide what to buy and I've settled on running the following list, but I wanted some outside opinions. From what I hear squadrens are pretty bad, so I'm not really expecting to see a lot of them.

So hows this look, am I being too greedy?

Imperial II Class Star Destroyer (176)
Admiral Screed
The Relentless
Support Officer
Sensor Team
Redundant Shields
SW-7 Ion Batteries
XX-9 Turbolasers

Gladiator 1 Class Star Destroyer (78)
Captain Needa
The Insidious
Engine Techs
Ordinance Experts
Assault Proton Torpedoes

Gladiator 1 Class Star Destroyer (73)
Engine Techs
Ordinance Experts
Assault Proton Torpedoes

Gladiator 1 Class Star Destroyer (73)
Engine Techs
Ordinance Experts
Assault Proton Torpedoes

Objectives: Advanced Gunnery, Fire Lanes, Superior Positions

Despite "popular" opinion around here fighters can be quite effective if used properly. I highly suggest taking at least a small amount. I have not played any 400 point games, though in my experience i have found taking 6-8 ties can really swing the battle in my favor.

I have no idea how much everything will change when wave 2 really hits. I can see how having next to zero squadron defense can hurt your list. Take some ties. They are cheap!

I could get either a Raider II with Impetuous & Gunnery Team + 2 TIE squadrons by cutting a Gladiator & Needa. Or I could go ham and get x4 TIE squadrons, x3 TIE bomber squadrons, Major Rhymer, and replace the Support Officer with Boosted Coms on the ISD for the same points.

No Demolisher! Why???

Not all glads need engine techs.

Superior position could backfire very badly vs some fleets.

No Demolisher! Why???

Not all glads need engine techs.

Superior position could backfire very badly vs some fleets.

Demolisher seemed like a point sink on a fragile ship I'm already putting a decent investment into. Engine techs would help the gladiators close faster and maintain positions on weaker sections of enemy ships while synergizing with superior positions.

Could you go into more detail on your comments, please. As I said I'm new and wanting to get a better idea of how my list is going to pan out so I get some purchase priorities. Just noting things without saying why or suggesting alternatives doesn't help much.

Demolisher is always worth it. Always. The ability to shoot black dice AFTER moving... It's the strongest single card in the game. Period.

Also the only glad that should (almost) always have engine techs.

So heres a new variation on the list.

398/400

Imperial II Class Star Destroyer (172)
Admiral Screed
The Relentless
Sensor Team
Redundant Shields
SW-7 Ion Batteries
XX-9 Turbolasers

Gladiator I Class Star Destroyer (76)
The Insidious
Engine Techs
Ordinance Experts
Assault Proton Torpedoes

Gladiator I Class Star Destroyer (83)
The Demolisher
Engine Techs
Ordinance Experts
Assault Proton Torpedoes

Raider II Corvette (67)

The Impetuous

Gunnery Team

Overload Pulse

Opening Salvo, Fleet Ambush, Intel Sweep

Edited by Sethdraxus

Like it much better.

Opening Salvo can be good for the long range black dice, but can also backfire vs a rebel fleet that had both envades and tons of red dice.

Like it much better.

Opening Salvo can be good for the long range black dice, but can also backfire vs a rebel fleet that had both envades and tons of red dice.

Yeah? I just thought between Screed in conjuction with the proton torpedoes and XX-9 turbolasers it would be easy to land crits.