Going with Garm

By X Wing Nut, in Star Wars: Armada Fleet Builds

Now that I have won a store champs the pressure is off to win another as I have the plaque the Bye and the fun stuff. I'm putting my competiveness aside and trying something different I always fly Dodonna because he is the best commander of them all. So I thought it was time to give some love to a guy I have never seen or hear a lot of talk about. the problem is every list I come up with screams to me take Dodonna. :(

anyway here is what I'm thinking of flying at the next store champs

Rebels Fleet (375 of 400 pts)
Commander: Garm Bel Iblis (25 pts)
Flagship: (147 pts)

  • MC80 Command Cruiser(106 pts)
  • Independence (8 pts)
  • Adar Tallon (10 pts)
  • Engine Techs (8 pts)
  • Boosted Comms (4 pts)
  • Electronic Counter Measures (7 pts)
  • Leading Shots (4 pts)


Fleet Ship 1: (95 pts)

  • Assault Frigate Mark II B(72 pts)
  • Flight Controllers (6 pts)
  • Boosted Comms (4 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)


Squadrons (133 of 134 pts):

  • 4x Scurgg H-6 Bomber (64 pts)
  • 3x X-Wing Squadron (39 pts)
  • 1x Moldy Crow - Jan Ors (19 pts)
  • 1x A-Wing Squadron (11 pts)


Objectives: Precision Strike , Fire Lanes , Superior Positions

I'm taking Scurgg over B wings because of Grit just in case the Jan cant make all ships heavy Flight controllers can also help them boost there anti-squadron attack just in case my opponent also brings a lot of fighters but ill probably still use it with the X wings. 5 Blue can kill a ship in 1 shot. most of the time I will be popping Squadron commands and hammer into my opponents hull before the ships shoot. so the Idea is the squadrons could drop a small base ship by them selves and let the big ship shoot it out

what do you all think is this something almost competitive?

or option B. Get more out of Garm but not care about Squadrons

Rebels Fleet (374 of 400 pts)
Commander: Garm Bel Iblis (25 pts)
Flagship: (157 pts)

  • MC80 Assault Cruiser(114 pts)
  • Defiance (5 pts)
  • Intel Officer (7 pts)
  • Engine Techs (8 pts)
  • Electronic Counter Measures (7 pts)
  • Advanced Projectors (6 pts)
  • XI7 Turbolasers (6 pts)
  • Leading Shots (4 pts)


Fleet Ship 1: (92 pts)

  • Assault Frigate Mark II B(72 pts)
  • Gunnery Team (7 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)


Fleet Ship 2: (92 pts)

  • Assault Frigate Mark II B(72 pts)
  • Gunnery Team (7 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)


Squadrons (33 of 134 pts):

  • 3x A-Wing Squadron (33 pts)


Objectives: Advanced Gunnery , Fire Lanes , Superior Positions

I think you've got the right idea but I have a few critiques. First, I personally have a dislike of two ships builds but think of taking out some upgrades for a corvette for something (plus you have some extra points). Also keep in mind that having only two ships means that most everyone will be able to stall you out via more activations. Second, I don't think engine techs on a ship that designed to be spamming squadron commands is a super effective use of 8 points. Third, I would also consider taking independence off as most of your stuff is speed 3 and a 1 boost to speed (in exchange for attaching) may not be worth it.

But you did a great job with objective choices!

Only having two ships to activate is bad. I played two tournaments with two MC-80s, choosing second player, and got slaughtered in 6 games. A 2 ship Imperial Star Destroyers list may get away with it, because you don't have to maneuver for firing arcs, but I usually play rebellion and you really need another activation to set up your firing arcs.

That first list looks fun with that big squad. I am also curious as to what the thought is with Independence?

Since Garm's biggest benefit is tokens, I think good fleet design looks to maximize those. The 2 ship list is going to be rough, as a previous poster indicated. That greatly reduces your flexibility, which is one of the biggest benefits to Garm.

Since Garm's benefits are tokens, I think two strategic elements are:

1. Do everything you can at fleet design to maximize tokens. 6 from 2 ships is a bit on the low side, whereas 7-9 from three or four starts looking and feeling nice.

2. You absolutely must have a plan for how you're going to spend your commands. You'll be full on tokens, so you won't be banking on the first turn as you would in other fleets. So a first turn Independence flinging B-wings forward performs a very useful command while also not wasting a command that you might otherwise have banked. One other idea is to build around boosting your engineering, since you might have another command dialed up, but suddenly you're minimally shifts shields around (useful against the popular XI7) lists when another list wouldn't.

The Nebulon-B synergizes well with Garm since it is command two and the titles make these ships great utility ships to the other ships in your fleet.

Thanks Guys for the feed back.

As some of you have asked Independence is there to give that little boost to the squadrons from the games I have played speed 3 sometimes is not fast enough to catch a 1 hit point corvette that is trying to run away. often I have been that corvette and my opponents ships didn't have enough to get there I also plan to place the bombers behind the X wings having speed 4 can help then not get blocked by my own fighters. but I have never used it before and if everyone thinks its not the best choice I'll drop it I just wanted to let everyone my reasoning

with Engine Techs I plan to Have Garm give Nav tokens and the first command will be a navigate I wanted to take it so I had the options to get better manoeuvres at least 3 times If I'm lucky ill get in behind there ships. but this could be wishfully thinking

I'm not to worried about the first list being a 2 ship list. Sadly in all of Victoria there are only 10 at most competitive Armada players and most of them fly 2-3 ship Imperial builds. the few time I have played against rebels it was Ackbar Corvettes with Slaved and Assault Frigate and most of the time I only had to deal with 2-3 ships a round the others were either blocked of to far away to be really scary. This will change as we get more players but for now 2 ships should be OK

I'm also trying to stay away from Nebs I fly them to much

that in mind here is a revised list

Rebels Fleet (375 of 400 pts)
Commander: Garm Bel Iblis (25 pts)
Flagship: (142 pts)

  • MC80 Command Cruiser(106 pts)
  • Defiance (5 pts)
  • Adar Tallon (10 pts)
  • Boosted Comms (4 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)
  • Leading Shots (4 pts)


Fleet Ship 1: (100 pts)

  • Assault Frigate Mark II B(72 pts)
  • Walter Blissex (5 pts)
  • Flight Controllers (6 pts)
  • Boosted Comms (4 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)


Squadrons (133 of 134 pts):

  • 4x Scurgg H-6 Bomber (64 pts)
  • 3x X-Wing Squadron (39 pts)
  • 1x Moldy Crow - Jan Ors (19 pts)
  • 1x A-Wing Squadron (11 pts)


Objectives: Precision Strike , Fire Lanes , Superior Positions

I added Walter to the AF to get more out of my Brace I think it could make a big difference in a 2 ship list and added more to the MC80 to give it a better chance of doing more damage to my opponents ships. I tried to make a 3 ship list but I really want a MC80 and all those Squadrons I could run 2 Corvettes but I think an AF in this list is worth more then 2 corvettes

What do you think

so this is what I took to a store champs today

Rebels Fleet (375 of 400 pts)
Commander: Garm Bel Iblis (25 pts)
Flagship: (145 pts)

  • MC80 Command Cruiser(106 pts)
  • Independence (8 pts)
  • Adar Tallon (10 pts)
  • Boosted Comms (4 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)
  • Leading Shots (4 pts)


Fleet Ship 1: (97 pts)

  • Assault Frigate Mark II B(72 pts)
  • Gunnery Team (7 pts)
  • Expanded Hangar Bay (5 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)


Squadrons (133 of 134 pts):

  • 4x Scurgg H-6 Bomber (64 pts)
  • 1x Moldy Crow - Jan Ors (19 pts)
  • 3x X-Wing Squadron (39 pts)
  • 1x A-Wing Squadron (11 pts)


Objectives: Precision Strike , Fire Lanes , Superior Positions

and I won :D

things I learned tho is always read the text on the card properly. If I did I would have realise Independence sucks. at least in this list.

When flying bombers Adar is so good almost an auto include and so worth 10 points.

And I learned how Awesome Garm is and how best to use him. Giving all the tokens you need on the first round so you can do nothing but Nav commands give you a huge advantage. I didn't do it but a trick I worked is to do Nav first round slowing down my 2 ships then next round speed them back up to 1 the next round. Really helps bring those fast ships in close and hit them with my bombers :D

Out of curiosity what fleets did you play against? and congrats on the win.

3 imperial lists first was 2 gladiators 2 raiders, fireball + other squads with Screed 6-4. second was 3 VSD's with Rhymerball +Ties with Tarkin 10-0. Last was 5 VSD with Motti 8-2

The second two sound like the dream match ups, a load of VSDS to punish.....I'm trying not be be envious! :)

Yeah time stopped it being a complete wipe in the 3rd but the poor guy did didnt do well all day sadly we only had 4 players in total so it was not the best test sample for this list but 3 rounds is 3 rounds and if everyone in my area keeps flying imperial i should do well