First Games, vexed as to how to start building fleet

By loki_tbc, in Star Wars: Armada Fleet Builds

I have played X-Wing since it launched, and while I have bought all but the ISD, I haven't actually played any games yet.

As Store Championships are here and I really love the tournament environments that FFG games create, (the amazing person to ****** ratio is always super high), I am hoping to build a list that is fun, maybe a little cheesy, but ultimately noob friendly so I don't upset everyone I play with my noobosity.

I have no preference to faction.

I also don't mind buying one more of the small blisters and an ISD if that would make constructing / playing easier.

Anyone have any ideas?

Core plus either:

Glad, ISD and Imp fighters

or:

AFK, MC30 and Rebel fighters

Then you'll be able to expand as you desire from that starting point.

I'm doing basically the same thing. I've played one game last week and have a tourney on Saturday. Squadrons are the most forgiving so I'd suggest a squadron heavy list. But I think your play style and general strategy really dictate things. Are you all about speed or firepower or a balance? I'd really just pick two models you like the most and run with those.

If you are new to the game, I'd skip a bulk of fighters as they slow the whole game down.

I ran a pretty decent list with basically stuff from the ISD, VSD, and GSD, rogues pack, Core, and Neb B. Same can be done with the Rebel equivalents.

If you are new to the game, I'd skip a bulk of fighters as they slow the whole game down.

I ran a pretty decent list with basically stuff from the ISD, VSD, and GSD, rogues pack, Core, and Neb B. Same can be done with the Rebel equivalents.

Just remember that the first time he is going to play is in a tournament. Without a decent understanding of squadrons I doubt the experience will go as well if he doesn't bring any/enough.

You could go with just a few firesprays to tie up other fighters but you have to have a way to address the other squadrons you are likely to face in tournament play.

If you are new to the game, I'd skip a bulk of fighters as they slow the whole game down.

I ran a pretty decent list with basically stuff from the ISD, VSD, and GSD, rogues pack, Core, and Neb B. Same can be done with the Rebel equivalents.

Just remember that the first time he is going to play is in a tournament. Without a decent understanding of squadrons I doubt the experience will go as well if he doesn't bring any/enough.

You could go with just a few firesprays to tie up other fighters but you have to have a way to address the other squadrons you are likely to face in tournament play.

So would you guys recommend picking up a second rogues and villians pack?

Alternatively, I could go Rebels so I could pick up another rebels fighters and rogues pack...

Either choice is fine. I really like the R&V because I'm a sucker for characters and like the idea of firesprays. I've got a few more on order myself.

You are going to want at least 2 of the fighter packs for each side. If you already have 2 Victory Star Destroyer, or a couple of Gladiators, you don't really need an ISD, Otherwise buying one ISD would be the most cost effective (money wise) way to play Imperials. Rogues and Villain packs have one each of some nice ships; most people usually end up buying a few packs. Rouges and Villains also introduces the ​Rogue ​keyword special squadron ability, which allow squadrons with that keyword to both move and attack in the squadron phase.

Since it is your first time playing in a tournament, I suggest just having a bunch of normal fighters around to tie up the enemy squadrons in engagements to protect your ships.

Good luck!

Lots of imperial advice here, so a brief Rebel perspective: Ackbar, Assault Frigates, and Gunnery Teams, and possibly Home One, make a very accessible fleet in terms of skill required to be competent with them. Possibly the most so in the game at this time. Point your giant sides at the bad guys and roll red dice from far away; run away as necessary while still shooting.

The archetypes you'd be looking at playing would be either:

AF2-AF2-AF2-AF2

or

MC80-AF2-AF2

I'd recommend the second personally. The problem is, depending on what you already have, this could be an expensive proposition. At my FLGS' price points, you're looking at $40 for the MC80 (which comes with Ackbar) and $30 each for the AF2's. If you have the option, borrowing is a good solution while you're trying to decide what you like to play.

Most other Rebel archetypes take a bit of skill to play well, so if this sort of fleet doesn't appeal to you, I'd go Imperial for the tournament. There are arguably more "easy" imperial builds possible than Rebel, but on the other hand I think there are more Rebel builds with high skill caps than Imperial (just my definitely-biased opinion).

I'd stay away from the squadron game apart from a small screen of X-wings, A-wings, or YT-2400's until you get the chance to play around with them a bit in some non-tournament play. The squadron game has a lot of not-quite-intuitive subtlety to it if you're coming into it cold, and you're likely to get punished for relying on them in a tournament without that experience.