First Game - Fleet Review

By stackeffect, in Star Wars: Armada Fleet Builds

My friend and I are playing our first game of Armada tomorrow, and I wanted to get some feedback on the 300 point fleets I assembled. I'm interested in fun, balanced fleets more than I am interested in perfectly streamlined, tournament viable builds. We're both very experienced X-Wing players, so I applied some ship upgrades to give us a more complete game. Since I own limited expansions right now, I used cards almost exclusively from the expansions I own in an attempt to limit the number of cards we proxy.

I own the following expansions:

CR90

VSD

Home One

Rebel Squadron Pack

Imperial Squadron Pack

The fleets are as follows:

Imperial Fleet

Victory I

Warlord

Veteran Captain

Gunnery Team

Expanded Hangar Bay

Victory II *

Grand Moff Tarkin

Corrupter

Boosted Comms

Leading Shots

5x TIE Fighter Squadron

TIE Interceptor Squadron

Major Rhymer

Rebel Fleet

CR90 B

Tantive IV

CR90 B

Leia Organa

MC80 Command *

Admiral Ackbar

Engine Techs

Cluster Bombs

Leading Shots

2x A-Wing Squadron

B-Wing Squadron

Wedge Antilles

Thoughts?

Edited by stackeffect

If you're looking for a balanced fight, I would consider not putting engine techs on the MC80. Against the slow VSD's it's almost a guaranteed slaughter as the Rebels will be able to circle the VSD's effectively. Keeping it speed 2 gives the Imperials a fighting chance.

I would worry about Ackbar before I worried about engine techs. He is pretty easy to fly and can be super punishing for new players to go up against. With VSDs only the imperial player will have a really hard time closing the gap before taking too much long range damage. I would use Dodonna instead and give the rebel player another X-wing or something.

Same thing for Rhymer. You don't really have a build to make him sing but I think I would cut him and Corrupter and add Advanceds and regular bombers to get your points back up around 300.

Those changes should let you focus a little more on the basic fundamentals of the game. The fact you are X-wing players might almost be a detriment. There are a lot of mechanics that are superficially similar but fundamentally different.

Thanks. That was all helpful feedback - both for this game and for the future.

I dropped the squid for Mon Mothma, then used the remaining points to upgrade one of the CR90s. I left Engine Techs simply because I want to make sure the MC80 doesn't fall out of range of the battle.

As for the Imperials, I removed the Corruptor Title and one TIE squadron, changed Rhymer to a generic squadron, and added Darth Vader in his TIE Advanced.

Edited by stackeffect