Discussion Time! List Building

By Lyraeus, in Star Wars: Armada

So I know ow this topic comes up often but I keep seeing people talking about how they use the same things in their lists.

Now I don't do this so I don't really understand.

How do you build lists?

I tend to try new things and maybe try the same list only a few times

Hrmn. Personally. With wave one only. I ended up with the same list. Because that's basically all imperials had.

Now with wave two. It's still in experiment mode. Lol but I want to try it all. Multiples of it all. Not sure I'll be set on a list until wave 3 comes out. Then will do it again.

for wave 2 as a rebel player and i do pretty well at tournaments here are my experiences with it.

off the bat i have to decide if im going 4 ships or a squadron game, your list is trying to do too many things doing both, im always more in favor of the squadron game since it gives me the opportunity to do obscene burst damage in one activation essentially double activating which can really punish squadron light lists.

after ive made that choice my next move is how do i plan to win the game? for most of my current lists its salvation as my primary source of damage using my bomber group as a control element with supporting fire from my carrier, i also have to identify where my weakness is and how i can shore it up if posible, for me its a dedicated interceptor ball but currently those are pretty rare in my area as they do nothing vs all ship lists so i feel its a safe choice but my shore up is swaping a bomber for wedge and using dash as a backup interceptor if things get tough, dutch is also a candidate if rogues are heavy in your area.

the final stage for me is the theme of the list, as in do i go for the bid? or plan my objectives to be all bad for most opponents, i have most wanted, superior positions as my 2 they prob wont pick vs my bombers and then build my list to win the fleet ambush, i make no bid(or as little as posible) and let my opponent chose their fate, i prefer first player, after that i chose my commander, since im using a moncal as of late i feel mon mothma is no longer my go to, after experimenting i dont feel garm is what i want to be doing and i never liked dodana so im gonna give rieekan a go.

here is my current list im taking to my next tournament:

MC80 command -106
General Rieekan -30
Raymus Antilles - 7
Boosted Comms - 4
Engine Techs - 8
Electronic Counter Measures - 7
Enhanced Armament -10
Defiance -5
= 177
Nebulon B support - 51
Salvation - 7
Xi7 Turbolasers - 6
= 64
Corvette A - 44
Veteran Captain - 3
Tantive IV - 3
= 50
Wedge Antilles = 19
Dutch Vander = 16
Dash Rendar = 24
3 x Scurrg H-6 Bombers =48
Most Wanted
Fleet Ambush
Superior Positions
= 398

Hrmn. Personally. With wave one only. I ended up with the same list. Because that's basically all imperials had.

Now with wave two. It's still in experiment mode. Lol but I want to try it all. Multiples of it all. Not sure I'll be set on a list until wave 3 comes out. Then will do it again.

There were not many options in wave 1 but I was still creating lists and working on my ideas and concepts. Testing squadron builds and finding what worked. Wave 2 has far more options all the while making the things from Wave 1 work a bit differently

for wave 2 as a rebel player and i do pretty well at tournaments here are my experiences with it.

off the bat i have to decide if im going 4 ships or a squadron game, your list is trying to do too many things doing both, im always more in favor of the squadron game since it gives me the opportunity to do obscene burst damage in one activation essentially double activating which can really punish squadron light lists.

after ive made that choice my next move is how do i plan to win the game? for most of my current lists its salvation as my primary source of damage using my bomber group as a control element with supporting fire from my carrier, i also have to identify where my weakness is and how i can shore it up if posible, for me its a dedicated interceptor ball but currently those are pretty rare in my area as they do nothing vs all ship lists so i feel its a safe choice but my shore up is swaping a bomber for wedge and using dash as a backup interceptor if things get tough, dutch is also a candidate if rogues are heavy in your area.

the final stage for me is the theme of the list, as in do i go for the bid? or plan my objectives to be all bad for most opponents, i have most wanted, superior positions as my 2 they prob wont pick vs my bombers and then build my list to win the fleet ambush, i make no bid(or as little as posible) and let my opponent chose their fate, i prefer first player, after that i chose my commander, since im using a moncal as of late i feel mon mothma is no longer my go to, after experimenting i dont feel garm is what i want to be doing and i never liked dodana so im gonna give rieekan a go.

here is my current list im taking to my next tournament:

MC80 command -106

General Rieekan -30

Raymus Antilles - 7

Boosted Comms - 4

Engine Techs - 8

Electronic Counter Measures - 7

Enhanced Armament -10

Defiance -5

= 177

Nebulon B support - 51

Salvation - 7

Xi7 Turbolasers - 6

= 64

Corvette A - 44

Veteran Captain - 3

Tantive IV - 3

= 50

Wedge Antilles = 19

Dutch Vander = 16

Dash Rendar = 24

3 x Scurrg H-6 Bombers =48

Most Wanted

Fleet Ambush

Superior Positions

= 398

This is the kind of things that is wierd to me. You have a set build concept. I can see it works well but how do people not pick up on this and exploit this?

How does it not get boring to use the same build style?

Hmmmm

for wave 2 as a rebel player and i do pretty well at tournaments here are my experiences with it.

off the bat i have to decide if im going 4 ships or a squadron game, your list is trying to do too many things doing both, im always more in favor of the squadron game since it gives me the opportunity to do obscene burst damage in one activation essentially double activating which can really punish squadron light lists.

after ive made that choice my next move is how do i plan to win the game? for most of my current lists its salvation as my primary source of damage using my bomber group as a control element with supporting fire from my carrier, i also have to identify where my weakness is and how i can shore it up if posible, for me its a dedicated interceptor ball but currently those are pretty rare in my area as they do nothing vs all ship lists so i feel its a safe choice but my shore up is swaping a bomber for wedge and using dash as a backup interceptor if things get tough, dutch is also a candidate if rogues are heavy in your area.

the final stage for me is the theme of the list, as in do i go for the bid? or plan my objectives to be all bad for most opponents, i have most wanted, superior positions as my 2 they prob wont pick vs my bombers and then build my list to win the fleet ambush, i make no bid(or as little as posible) and let my opponent chose their fate, i prefer first player, after that i chose my commander, since im using a moncal as of late i feel mon mothma is no longer my go to, after experimenting i dont feel garm is what i want to be doing and i never liked dodana so im gonna give rieekan a go.

here is my current list im taking to my next tournament:

MC80 command -106

General Rieekan -30

Raymus Antilles - 7

Boosted Comms - 4

Engine Techs - 8

Electronic Counter Measures - 7

Enhanced Armament -10

Defiance -5

= 177

Nebulon B support - 51

Salvation - 7

Xi7 Turbolasers - 6

= 64

Corvette A - 44

Veteran Captain - 3

Tantive IV - 3

= 50

Wedge Antilles = 19

Dutch Vander = 16

Dash Rendar = 24

3 x Scurrg H-6 Bombers =48

Most Wanted

Fleet Ambush

Superior Positions

= 398

This is the kind of things that is wierd to me. You have a set build concept. I can see it works well but how do people not pick up on this and exploit this?

How does it not get boring to use the same build style?

Hmmmm

i feel its just me picking up and reading my local meta, finding out how i can exploit it and do so, if people change their lists to beat me specifically they may fall victim to the lists i prey on.

its a fine balancing act in armada of fortifying a strength or covering a weakness.

and it hardly gets boring as people playstyle make me have to adapt my tactics on the fly, i dont mind telling people what im taking in advance due to the above reasons, cause at the end of the day its not really what you take its how you use it

Most times I like to improve upon past runs. If I have something flat in my list I think about how to re-spend those points. But typically I do follow a breakdown of...

260pts for ships, 30pts for Commander, 60 points for Squads, and then 50 pts of play (think upgrades, ships, squadrons) as I see fit.

I also like to occasionally steal ideas I like on the forums and at tournaments and work around that particular setup.

1.) Premise (big squadrons?, four ships?, all small ships? all assault frigates?)

2.) Ships and Commander (setting aside predicted useful upgrades)

3.) Upgrades (finalize, go sparingly)

3.) Squadrons (fill in remaining points)

If I am going strong squadrons, I'll sometimes do those first. Also, excepting a few crucial/very good/force multiplier cards, less is more with upgrades.

Edited by Boardy

Figure out what you like to play. Don't worry about being good with what you like. That can come in time. Do you like the bigger super-capital ships? Or smaller frigates and corvettes? Or even swarms and swarms of squadrons? Each has strengths and weaknesses...do you like heavy handed broadsides that take planning to set up or short, precise, quick attacks? Once you figure out what you think you might like to play, start building from there. Don't forget to use your upgrade cards! I see a lot of newer player’s kit out their ships and forget what they bring to the table, and they have a bad time.

If you like how your build plays (if it fits your personal gaming style), keep playing and refining it to make it an efficient armada of deathly destruction. Try a different upgrade, or a different set of squads to tweak. If the list you build was very dissatisfying, toss it and try something else. I approach list building like this:

Build a fleet with the things I want, then ask yourself:

Was this fun to play?

1. Did I win? If yes:

Great! Was there anything that I didn't use and could free up points for something else?

2. Did I win? No:

What could I do differently to win next time?

Tweak the list to directly respond to fleet vulnerabilities, play again.

3. If list is no longer fun, try something that plays differently, and repeat steps.

Finally, if you're anything like me, it will take quite a few games to get solid with all the rules and the way things activate at what time and what effects do what when etc etc etc. I think I'm four or five legit games in and I still learn something new every time I play. Don't worry about that - like the experience, getting good with the rules will also come in time.

Edited by eliteone

Interesting addition to the discussion on the billboa.... I mean foru.... where are we?

Also, this post smacks of 'you are all dumb for playing the same boring junk time after time and I am really smart for playing something different all the time".

Just because you are the bobby fischer of Armada doesn't mean it is a bad thing that people spend time with a list or a variation there of.

To answer your question, the way I build lists is thusly "I feel like doing X" I then proceed to put X into a list and play with it.

Edited by Darkfine

Figure out what you like to play. Don't worry about being good with what you like. That can come in time. Do you like the bigger super-capital ships? Or smaller frigates and corvettes? Or even swarms and swarms of squadrons? Each has strengths and weaknesses...do you like heavy handed broadsides that take planning to set up or short, precise, quick attacks? Once you figure out what you think you might like to play, start building from there. Don't forget to use your upgrade cards! I see a lot of newer player’s kit out their ships and forget what they bring to the table, and they have a bad time. [/size]

[/size]

If you like how your build plays (if it fits your personal gaming style), keep playing and refining it to make it an efficient armada of deathly destruction. Try a different upgrade, or a different set of squads to tweak. If the list you build was very dissatisfying, toss it and try something else. I approach list building like this:[/size]

[/size]

Build a fleet with the things I want, then ask yourself:[/size]

Was this fun to play?[/size]

[/size]

1. Did I win? If yes:[/size]

Great! Was there anything that I didn't use and could free up points for something else?[/size]

[/size]

2. Did I win? No:[/size]

What could I do differently to win next time?[/size]

Tweak the list to directly respond to fleet vulnerabilities, play again. [/size]

[/size]

3. If list is no longer fun, try something that plays differently, and repeat steps. [/size]

[/size]

Finally, if you're anything like me, it will take quite a few games to get solid with all the rules and the way things activate at what time and what effects do what when etc etc etc. I think I'm four or five legit games in and I still learn something new every time I play. Don't worry about that - like the experience, getting good with the rules will also come in time. [/size]

1) Find some twist (squadrons? Unkillable MC80? Akbar?)

2) Figure out how many TRCRs I can fit in.

Seriously though, I love TRCRs. Can't have enough. Tempted to bring a 7 TRCR Akbar list to a tournament (it's not like I'm going to win anyway)

You might also be interested in this: https://community.fantasyflightgames.com/topic/194867-in-what-order-do-you-build-your-fleets/

How do you build your lists if fine but I am curious on why people lean on the same style of build. Why do they use the same thing over and over. People have stated that they always have a CR90 with Leia. Why is it important to always have it? Why not try something else out? Test things? Etc.

Mostly I know what I'm doing (relatively) with CR90-heavy lists. I've played others and don't do as well. I'd rather have my own style and do well with it (even if it isn't top-of-meta) than be a jack-of-all trades that knows a little more than nothing about everything.

1) Find some twist (squadrons? Unkillable MC80? Akbar?)

2) Figure out how many TRCRs I can fit in.

Seriously though, I love TRCRs. Can't have enough. Tempted to bring a 7 TRCR Akbar list to a tournament (it's not like I'm going to win anyway)

You might also be interested in this: https://community.fantasyflightgames.com/topic/194867-in-what-order-do-you-build-your-fleets/

Not the point of the thread. . .

How do you build your lists if fine but I am curious on why people lean on the same style of build. Why do they use the same thing over and over. People have stated that they always have a CR90 with Leia. Why is it important to always have it? Why not try something else out? Test things? Etc.

I can't speak for all, but I will keep going to a similar shell of a build over and over if I feel I've hit on something, in an effort to refine it. They say that the process of writing is constant revision, the same goes for list building.

From a more ship specific standpoint, if I determine I want a certain functionality in my list, and I've already discovered a ship layout that provides it as well as I believe that faction can, why am I going to try and reinvent the wheel? If I have 80 something points, and I want something to get in my opponents face, I'm probably just gonna plug Demolisher in there. If I want to improve my squadrons functionality, and I'm sitting on 62 points, In goes Yavaris. Maybe I have 69, so I drop Yavaris with Raymus.

My Fleets are usually forged in the aftermath of a battle!

Something happened. Be it a squadron synergy, an innovative use of an upgrade, or just a horrible defeat!

From there I analyze either what went wrong, or what went right:

1. If something went wrong. I figure out if it was a setup error, build error, or planning error. And I address the issue accordingly!

2. If I saw / found a squadron synergy or innovative upgrade usage that stands out. I find the cheapest way to replicate the effect. I then analyze how cost effective this combo is (Spoiler: it's usually not cost effective!). And then I look for a middle ground!

Once I get to this point. I usually have a good idea of what this fleet it going to act like. So I add ships as I see fit!

From then on, it's play testing hell!

But I do have try and true ships and squadrons (For me, it's a CR-90A with Enhanced Armaments). And I understand that utilizing them can be predictable. But the reason I use these strategies and resources on a regular basis, is simply because they are just reliable!

Edited by Olwen

1) Find some twist (squadrons? Unkillable MC80? Akbar?)

2) Figure out how many TRCRs I can fit in.

Seriously though, I love TRCRs. Can't have enough. Tempted to bring a 7 TRCR Akbar list to a tournament (it's not like I'm going to win anyway)

You might also be interested in this: https://community.fantasyflightgames.com/topic/194867-in-what-order-do-you-build-your-fleets/

Not the point of the thread. . .

How do you build your lists if fine but I am curious on why people lean on the same style of build. Why do they use the same thing over and over. People have stated that they always have a CR90 with Leia. Why is it important to always have it? Why not try something else out? Test things? Etc.

I know the answer to this!

It's because I like to punish myself with the same bad build! :D

1) Find some twist (squadrons? Unkillable MC80? Akbar?)

2) Figure out how many TRCRs I can fit in.

Seriously though, I love TRCRs. Can't have enough. Tempted to bring a 7 TRCR Akbar list to a tournament (it's not like I'm going to win anyway)

You might also be interested in this: https://community.fantasyflightgames.com/topic/194867-in-what-order-do-you-build-your-fleets/

Not the point of the thread. . .

How do you build your lists if fine but I am curious on why people lean on the same style of build. Why do they use the same thing over and over. People have stated that they always have a CR90 with Leia. Why is it important to always have it? Why not try something else out? Test things? Etc.

Because some people like to focus on a list or style of play and refine it instead of always trying a totally new kind of list.

Figure out what you like to play. Don't worry about being good with what you like. That can come in time. Do you like the bigger super-capital ships? Or smaller frigates and corvettes? Or even swarms and swarms of squadrons? Each has strengths and weaknesses...do you like heavy handed broadsides that take planning to set up or short, precise, quick attacks? Once you figure out what you think you might like to play, start building from there. Don't forget to use your upgrade cards! I see a lot of newer player’s kit out their ships and forget what they bring to the table, and they have a bad time. [/size]

[/size]

If you like how your build plays (if it fits your personal gaming style), keep playing and refining it to make it an efficient armada of deathly destruction. Try a different upgrade, or a different set of squads to tweak. If the list you build was very dissatisfying, toss it and try something else. I approach list building like this:[/size]

[/size]

Build a fleet with the things I want, then ask yourself:[/size]

Was this fun to play?[/size]

[/size]

1. Did I win? If yes:[/size]

Great! Was there anything that I didn't use and could free up points for something else?[/size]

[/size]

2. Did I win? No:[/size]

What could I do differently to win next time?[/size]

Tweak the list to directly respond to fleet vulnerabilities, play again. [/size]

[/size]

3. If list is no longer fun, try something that plays differently, and repeat steps. [/size]

[/size]

Finally, if you're anything like me, it will take quite a few games to get solid with all the rules and the way things activate at what time and what effects do what when etc etc etc. I think I'm four or five legit games in and I still learn something new every time I play. Don't worry about that - like the experience, getting good with the rules will also come in time. [/size]

I am not looking on how to build lists. I am looking at how you build lists and why.

Ah I see. I build depending on my mood, or if I pick up a new toy. I currently play two miniatures games Armada and Golem Arcana. GA I pick up 3 of everything, because the way factions work allow for a lot of cross-customizing lists. With Armada I am being much more frugal with, so I only get one of the Rebel side. With Wave 1 I picked up the Core and eventually saw a Neb, Vette, AFMKII and Squadrons on sale, I also wanted all the cards I didn't have. I got Home One and MC30 on Cyber Monday/week whatever for 50% off.

Sometimes I build squadron heavy, and sometimes I go with two kitted out cap ships. I like squadron swarms and the MC80 is a great for that. I like big bruiser ships (so I guess I should really play the Imperials, but all my friends play them) and tossing out a ton of dice, and then making them effective. I don't really like all cap ships w/no squadrons - it feels odd to me, to skip a whole phase of the game running all ships.

I like quality over quantity for ships - and try to play what I bring to the table effectively. For casual play I build and bring what I like to see on the board. If I were to build a list for a tourney, I'd probably min/max and build for versatility since I don't know what I'd be up against.

And that's how & why I build.

Meh, I copy from the net. :lol:

Meh, I copy from the net. :lol:

Man. I really gotta start putting little smiley faces after my throw away comments where I am not being all that serious. :D

I have a couple of core builds that I layer new wrinkles on. So, yes there are things I use repeatedly.

Why?

SCIENCE!!!

No, seriously. By using known quantities it helps me better isolate the impact of the new twists that I am testing. Using something you are familiar with in a list is like having controlled variables in an experiment.

Usually I create a list an agonise over it making small changes in the name of science. Going back to Armarda Warlords or FAB's over and over to change a card or change a commander. Then when I play it I'll be shown either it was a good idea and I played it badly or it was a terrible idea and no matter how well I played I was going to have a hard time at best. Then if the list is good I'll start iterating through the options and changes slowly as to see where the idea is heading.

And of course there is always going to be someone smarter than you are who will share an idea that creates thoughtful change and new things to try.

For example I wanted to create a list with a MC80, 3 other ship Ackbar and 130 points of fighters. Now fleet building I go, I can kinda get there and I am usually 438 points for my fleet after realising all the toys I wanted never had Ackbar. I then build a fleet with MC80, 2xMC30 and 2 Corvettes and get an A-Wing in my squadron. Now, that is the readers digest version, I probably created 101 lists over the past 2 weeks to see and test ideas and just have them on paper.

Then I tried taking (my 102nd iteration) 2 AFmk2B's (Flight controllers, Expanded Hangers, ECM) and a Corvette (Turbo Laser Reroutes and Ackbar) with 6 Y-Wings and 4 HWK-290's and Jan Ors. Now, that isn't perfect, Guam bel Iblis is probably my better choice, but in my meta one of my opponents has a unrealistic fear of Ackbar so I wanna play on that at this point. I may want to add in a second corvette as to have activation parity with those 4 ship builds and a whole host of issues glare out at me. But for Saturday when my friends drop by and I get a few games in this is a list I am looking forwards to trying out.

So yeah.... +1 for what Shmitty said. :D