New player: faction/squad advice

By mmimzie, in Star Wars: Armada

Howdy all, new guy here. Iwas wondering if I could get some advice or poi Tera. I've poked around with the start kit and now I want to try to expand.

First:

Which faction? I quite like squadrons and I want them to be a big part of my forces.

In said faction how do you think thier squadrons are best use, hat are thier best squads?? I have an idea that yarvis &b-wings are good. Rymer ball does work, etc.

What would be my carrier options?? Are carriers needed??? It seems to me some folks use rymer ball like a trap... Maybe they were designed for ackbar.....

Any other advice would rock ^.^ . I know a good number of folks think squads are a waste of time. The game is new so I think what most know as definitive strategy's is quite low. So if you do dislike squads feel free not to reply or the very least be constructive in your dissaproval ^.^ . thanks all in advance.

If you like fielding lots of squadrons, play Imperials, for the simple fact that their squadrons are about 50% less than Rebel squadrons, and you can field more of them. They also have a lot of squadron synergy built in, which is fun to coordinate and exploit.

As far as their "best" squadrons, they are all fun to use, and all good. Each unique ace pilot has his own purpose, roll, and playstyle.

Carrier options for Imperials are naked Vic 1, outfitted with Hangar Bays, flight controllers, and, depending on how else you build your fleet, Corruptor title, Chiraneau officer, etc. There are lots of cool things you can do here, which others have expanded on in different threads. Given the sheer number of squadrons that you are likely to have as an Imperial, I would say that, yes, you need at least 1 "carrier".

Disregard what your friends/other folks think about squads being a waste of time. Even if that was ever true, it won't be for long, and the person who has mastered the squadron game will have a distinct advantage over the ones who have not.

Edited by Rocmistro

I'd argue the squadrons are better on the Rebellion side so I think that means you can go either way and make it work!

I'd argue the squadrons are better on the Rebellion side so I think that means you can go either way and make it work!

Yes, I would agree that either side can play the squadron game well. Imperial squadrons on the whole are cheap, far more specialized (meaning they do poorly if stuck doing a task they're not designed for), and fragile. Rebel squadrons are more expensive, more flexible, and pretty durable (pshaw, shielding your fighters is nonsense!). They work differently and play differently but either side can go squadron-heavy.

You'll love rolling with Soontir and 3 Interceptor squadrons. They're AWESOME.

Any discussion on what stuff is 'best' is going to be conditional. Different local metas change constantly.

I'd say: get the stuff that's going to make you want to want to get your head down close to the mat and see things from the captain's perspective and do sound effects. If you want to be the scrappy upstart, play Rebels. If you want to crush your enemies, see them driven before you, and listen to the lamentation of their women, play Empire.

If that flavor doesn't matter to you. Um... I don't know. I may not be able to discern what sort of perverse motivational structure you may have. :P

I'd argue the squadrons are better on the Rebellion side so I think that means you can go either way and make it work!

Note that I did not say that Imperial (or Rebellion) squadrons were better; just that, on average, he'd be able to take more of them as Imperial, because they tend to be much cheaper. If you want to play with lots of squadrons, go Imps!

I'd argue the squadrons are better on the Rebellion side so I think that means you can go either way and make it work!

Note that I did not say that Imperial (or Rebellion) squadrons were better; just that, on average, he'd be able to take more of them as Imperial, because they tend to be much cheaper. If you want to play with lots of squadrons, go Imps!

Very true, very true.

I'd also like to mention that Imperial aces seem built to synergize with other models (Mauler likes Intel and Chiraneau, the inexplicably French Imperial officer; Howlrunner buffs Swarm fighters; Dengar gives Swarm/buffs Swarm fighters; Rhymer loves clumping up with all his buddies; Soontir Fel likes to hide behind a TIE Advanced/Vader to poke fighters who need to attack the Escort squadron instead, etc.) whereas Rebel aces are often super-versions of the vanilla squadron (Tycho is a super maneuverable A-Wing, Luke is a super-bomber X-Wing, Wedge is a super-fighter X-Wing, Farlander is a super-super bomber B-Wing, etc.). This is a bit of a simplification (for example, Dutch and Wedge work well together, any of the aces like being double-tapped with Yavaris and so there are still synergies, Darth Vader is a super TIE Advanced, etc.), but in its basics it holds true.

Ok so what I gather:

Imperials:

Fast squads/slow shops

Cheap squads/pricy ships

Squads work in groups (except rogues)

Imperial squads seem strong at alpha striking targets; most likely off the back of a squad command. Also maybe TIEas might fly back home for another squadron attack round.

Rebels:

Slow fighter/fast ships

Pricey squads/cheap ships

Squads can work alone.

Seem really damaging over time, while doing its best to surf in a ships wake?? Or in perlonged fighter to fighter combat. Your ships go to the squads to fling them in the right direction??

I'd be a bit more careful when it comes to characterizing ships, especially with wave 2 coming out soon and upending things (e.g. the Mon Cal Cruiser is a slow Rebel ship, the Imperial Raider is a fast maneuverable Imperial ship). The Gladiator with Engine Techs is also surprisingly nimble for wave 1.

Here's how I would break down the different types of ships:

Imperial ships tend to have...

  • Strong front arc attacks and (less frequently) wide front arcs
  • Black dice
  • Weapon crew upgrade slots
  • Offensive retrofit upgrade slots
  • Moderate shields and high hull values
  • Redirect tokens

Rebel ships tend to have...

  • Strong broadside attacks and wider side arcs
  • Red dice
  • Support crew upgrade slots
  • Defensive retrofit upgrade slots
  • High shields and moderate hulls
  • Evade tokens

That's also a big simplification to which you can find exceptions (example: the Gladiator has good broadsides and a support crew slot, making it an unusual Imperial ship; the Nebulon-B has a stronger front arc than side arcs).

Regarding squadrons, it's very dependent on board state and how(/if) you configure your carriers. You can get by without the squadron command provided you play well, but if you have upgrades that benefit from the command (Rebels: Yavaris, Independence; Imperials: Corrupter, Chiraneau; Either: Flight Controllers, Expanded Hangar Bay), then it obviously benefits you to issue Squadron commands more frequently. It can be beneficial to issue squadron commands to get in the first punch in a dogfight (which TIEs can exploit well with Swarm, or A-Wings can exploit well by whittling a target down so it may die to the Counter attack) or to get in a move+attack when attacking a capital ship when otherwise you would've been stuck with just move and then wait for next turn and hope to get an attack in then.

Imperial Fighters are meat shields (other than Rhymer Balls), at least in Wave 1. Bring a ton, because they are going to die to an equal force of Rebel fighters. But if they are unopposed, they can be a hair underwhelming.

Rebel fighters are expensive, but durable and multi role units. Typically takes less to do the same job the Imperials do.

I like them both, and to be honest, feel less and less like you need a 'carrier' to use them efficiently. Do squad commands help? Absolutely, but often the move or shoot setup works just fine. Typically building a carrier means you are sacrificing some output to get the perks of the setup. Except Yavaris escorted by B Wings. That's just not nice once you learn what the hell you're doing.

I just got the core set as a birthday gift, which probably means I need every expansion now. But where to start?

I'm thinking probably Imperials, as I wanted an ISD before I even knew I'd be getting the core set. But this being FFG, I know that the expansions usually have a lot of goodies that the other side will want.

Rebels need an AFmkII. Imperials... The GSD is nice (and needed wave 1), but you can play with that sweet ISD effectively.

Hmm I had hoped I'd find which factionbid want to invest in haha. I think I'm leaning alittle toward rebels as I like the nebulon alot. I like the idea of frigs squads and a big bad ship. I really want my squads to be the stars of the force.

That said I do really like the ISD, buy for imperials I like tarkin. I think he's strongest with raiders and vsds. The suad and nav tokens would be pretty strong and the raiders could deal with pesky fighers...

Hmmm either way I really seems to like frigs and fighters.

What is the goal point cost. It looks like wave I was 300 but now we seem to be looking at 400 point list??

Mimzie, why would you limit yourself to just one faction? Especially since you kinda have to get the Core set, which will already get you started on Imperials?

Think of it this way: you can't play the game by yourself. Why not collect both so you can get your friends addicted into the game as well :-D

While i could afford both sides; i'm not one to play multiple fraction for the same reason i only have 1 cat. If i get another cat one will get more love than the other, and i will come to love the one i spend more time with and thus neglect the other. Now i'm sure my ships that get neglected one be sad about this; i'd still be very sad that i didn't spend that money on a PS4, an Xbone, or maybe more models for my 40kj army :P. So for now atleast; i'd really like to focus just one faction. and become the master of it than just pretty good at both.

Hmm I had hoped I'd find which factionbid want to invest in haha. I think I'm leaning alittle toward rebels as I like the nebulon alot. I like the idea of frigs squads and a big bad ship. I really want my squads to be the stars of the force.

It's honestly best to think of squadrons as extensions of your capital ships. If you want squadrons to be the stars, either faction does them well but nothing makes a single squadron obscene quite like the Yavaris (double-tapping B-Wings or character aces is SICK).

That said I do really like the ISD, buy for imperials I like tarkin. I think he's strongest with raiders and vsds. The suad and nav tokens would be pretty strong and the raiders could deal with pesky fighers...

The problem with Tarkin is he's expensive and he wants a lot of ships that want to do the same thing. If you can build for that, he's great. You can get a mob of Raiders all acting as pocket carriers (with Expanded Hangar Bays), a whole bunch of Gladiators all triggering Engine Techs every turn, Victory spam with Engineering tokens, whatever. I don't see him being that great with ISDs just due to his ability getting watered down the less ships you have.

What is the goal point cost. It looks like wave I was 300 but now we seem to be looking at 400 point list??

400 will be the new standard. You can play more or less with your friends, but 400 will be the tournament list number.

I sympathize if cost is a significant factor. I'm luckily in a place in life where money is not a problem for my toys (but finding time to play with them is).

That being said, I'll also add this: You will learn to play your favorite faction best (whatever that faction turns out to be), by also playing as the other side, and experiencing what your favorite faction's strengths and weaknesses are.