The List Archive of Most Interesting Ideas

By Blail Blerg, in Star Wars: Armada

Hey all,

I wanted to start a place where we can share the most useful and game-building lists of Armada:

Lists that effectively use an uncommon tactic or thought process that allow for extremely unusual builds.

Here we could collect them and refer to them for new ideas as new waves and strategic concepts of Armada develop over the course of the next few years.

Please post lists that have:

1. Play off an interesting idea or new concept that people likely have not seen

1. been playtested and modified for maximized efficiency

2. a detailed strategy plan for meta, objectives, difficult matchups and general Plan-A of attack.

Nope. You are asking for months of work to be served on a plate.

Hey all,

I wanted to start a place where we can share the most useful and game-building lists of Armada:

Lists that effectively use an uncommon tactic or thought process that allow for extremely unusual builds.

Here we could collect them and refer to them for new ideas as new waves and strategic concepts of Armada develop over the course of the next few years.

Please post lists that have:

1. Play off an interesting idea or new concept that people likely have not seen

1. been playtested and modified for maximized efficiency

2. a detailed strategy plan for meta, objectives, difficult matchups and general Plan-A of attack.

There is an entire sub-section dedicated solely to this. Click the (fleet builds) link.

I'll start with this one.

One of the things I like to do is sometimes go back to previous metas and see if anything had some relevance that we could utilize now. Back in Wave1, I loved the VGGG no squadrons list. I bought 3 Gladiators that sadly stopped being played much into Wave2. That is, the 3rd one didn't get much time. So I started brewing with that in mind, but just found that in wave2 with the heavy squadron meta I was seeing, I could risk going no squadrons. Randomly, then I thought... HEY. What if I take the two most powerful Imp metas and put them together? Demolisher and Rhymerball?

Gladiators actually can act as carriers at close range! They get in close, and stay with the fighters! Adding some Rogue cuz sometimes, you just can't get it to work exactly the way you need.

Wait. That means I need squadron commands.... WHAT ABOUT TARKIN???

Thus, 3 Gladiator Tarkin 8squadron Rhymerball with Rogue was born:

3G Tarkin Fireball s8 20bid - really fun

Fleet Summary Page (380 of 400 pts)

Faction: The Empire

Commander: Grand Moff Tarkin (38 pts)

Flagship: (65 pts)

Gladiator I-Class Star Destroyer (56 pts)

Ordnance Experts (4 pts)

Assault Proton Torpedoes (5 pts)

Fleet Ship 1: (90 pts)

Gladiator I-Class Star Destroyer (56 pts)

Demolisher (10 pts)

Intel Officer (7 pts)

Ordnance Experts (4 pts)

Engine Techs (8 pts)

Assault Proton Torpedoes (5 pts)

Fleet Ship 2: (65 pts)

Gladiator I-Class Star Destroyer (56 pts)

Ordnance Experts (4 pts)

Assault Proton Torpedoes (5 pts)

Squadrons (122 of 134 pts):

1x Major Rhymer Tie Bomber Squadron (16 pts)

2x Firespray-31 (36 pts)

2x Aggressor Assault Fighter (32 pts)

1x Punishing One - Dengar (20 pts)

2x Tie Bomber Squadron (18 pts)

Objectives: Precision Strike , Hyperspace Assault , Superior

Positions

Option drop 1 bomber for Expanded Launchers

First to note are its stats:

Ship firepower: 3 Gladiators of firepower and hull, + Demolisher. However, only 3 activations during wave2.

You also lose expanded launchers, but I thought it was a good price to pay.

Squadron firepower: 8 squadrons plus considerable support: 2 rogue, Dengar, Rhymer and 5 of which are good for AA.

with 8 squadrons, you get 7 deployments, which usually means you at least match demsu.

with 20 bid, you out bid most opponents and have a small chance of tying against other high bids. Tweaking will give you a few more points.

The main strategy is to use the Squadron ball to zone out the enemy from flanking, and then push the 3 Gladiators in to deal damage. As they fly through the squadron ball, they will end up closing into the waiting second punch of the Gladiators.

Tarkin will supply your Gladiators with extreme versatility, with Navs and Squadrons, or even Repairs. It also ups your firepower with the occasiional CF token towards the second half of the game.

Against demsu, you can easily overwhelm their Demolisher with your ball, then chip away at Raiders with your Gladiators and your own Demolisher, forcing uncomfortable choices as to the first ship they move. (Liekly they win bid and 1st.) Quickly dropping 1 or 2 ships will completely destroy his one strong advantage in out activating you.

Against heavy squadron lists, you can opt to use your Gladiators and ball to kill a carrier fast, as you will likely be 1st and have 3 vs 3 activations.

Vs lists weak to mass squadrons, all you have to do is pick second and let the objectives win you points galore.

Dropping APT from the Flagship is the first removal I'd do to get a 25 point bid.

Edited by Blail Blerg

I'll start with this one.

One of the things I like to do is sometimes go back to previous metas and see if anything had some relevance that we could utilize now. Back in Wave1, I loved the VGGG no squadrons list. I bought 3 Gladiators that sadly stopped being played much into Wave2. That is, the 3rd one didn't get much time. So I started brewing with that in mind, but just found that in wave2 with the heavy squadron meta I was seeing, I could risk going no squadrons. Randomly, then I thought... HEY. What if I take the two most powerful Imp metas and put them together? Demolisher and Rhymerball?

Gladiators actually can act as carriers at close range! They get in close, and stay with the fighters! Adding some Rogue cuz sometimes, you just can't get it to work exactly the way you need.

Wait. That means I need squadron commands.... WHAT ABOUT TARKIN???

Thus, 3 Gladiator Tarkin 8squadron Rhymerball with Rogue was born:

3G Tarkin Fireball s8 20bid - really fun

Fleet Summary Page (380 of 400 pts)

Faction: The Empire

Commander: Grand Moff Tarkin (38 pts)

Flagship: (65 pts)

Gladiator I-Class Star Destroyer (56 pts)

Ordnance Experts (4 pts)

Assault Proton Torpedoes (5 pts)

Fleet Ship 1: (90 pts)

Gladiator I-Class Star Destroyer (56 pts)

Demolisher (10 pts)

Intel Officer (7 pts)

Ordnance Experts (4 pts)

Engine Techs (8 pts)

Assault Proton Torpedoes (5 pts)

Fleet Ship 2: (65 pts)

Gladiator I-Class Star Destroyer (56 pts)

Ordnance Experts (4 pts)

Assault Proton Torpedoes (5 pts)

Squadrons (122 of 134 pts):

1x Major Rhymer Tie Bomber Squadron (16 pts)

2x Firespray-31 (36 pts)

2x Aggressor Assault Fighter (32 pts)

1x Punishing One - Dengar (20 pts)

2x Tie Bomber Squadron (18 pts)

Objectives: Precision Strike , Hyperspace Assault , Superior

Positions

Option drop 1 bomber for Expanded Launchers

Strategy incoming. brb.

This is similar to the list I took to regionals, except that I had ET on all three glads, and my fireball was Vader/Rhymer/2x jump master/4x firespray. It's fun, but a lot of different precise technical components to keep track of so I found myself getting very fatigued by the end of tournaments

Remind me what ET was?

Engine techs. And my list was maxed out at 400 haha

I am all inspiration based. . . I am sadly unable to produce things like this with out my spark ^_^

Oh, yeah the upgrade I missed the most was Engine Techs. But no room with 8 squadrons and Tarkin.

Oh, yeah the upgrade I missed the most was Engine Techs. But no room with 8 squadrons and Tarkin.

There's plenty of room. Drop IO and you can fit it on all three. This list type is just as happy going second as it is going first. Without the activation advantage behind it, you won't always be able to line up the perfect demo shot. So utilize all points available and get good at playing your objectives. They all suck for your opponent.

This is why the fleet builds sub exists... it's a good idea, I just think rather than trying to keep this up at the top with constant bumping it is better served being a topic in it's own sub.