Your thumbrules in list building !

By MoffZen, in Star Wars: Armada

Hey guys !

So, we all have our quirks, we all have our logic when fitting ships and making lists ! I thought it could be useful for everyone to share their thumbrules they keep in mind when building lists, rather than have very interesting but lengthy discussions on a specific topic :D

We all can benefit from each others' quirks and maybe find some hidden truths !

I'll do the opening salvo :D

1) For 400 points, always have a Motti Scale of at least 6 ! Yes we come back to the Motti Scale yet again, because it's an awesome and fun scale :D To sum it up, it's a scale measuring the "toughness" of a fleet, by adding the "Motti Scores" of each ship size (named around Motti's hull boosting bonuses, so 3 for a large ship, 2 for a medium ship, 1 for a small ship).

2) Since my recent loss streak with the Imperials, I'll force myself to go with at least 4 activations, because the number of Activations is a good indicator of the damage potential. Indeed, the more activationss, the more 2-3 dice attacks you can place on a ship and the more defense token you can have the enemy scrap.

3) Always have at least one carrier or pocket carrier, in order to also have fun during the squadron game :D

4) Pick an Admiral and try to build around him

5) Have some form of sillyness or scary stuff to distract the opponent

6) Try unusual builds and non netlists, for fun and for scaring them ! :D

How about you guys ? Let's share !

Minimum activations - 4.

Minimum deployments - 7.

That is pretty much my biggest sticking points.

My thumb rules all the time, not just during list building.

You know who can't say their thumb rules? Megan Fox. Seriously, google it, it's just plain weird.

Oh wait, you meant thumbrule as in rule of thumb...

well then, carry on.

@Eastcoast : You struck me right in the Engrish ! Not gonna edit the title because this is hilarious :D

But yeah, rules of thumb...

4) Pick an Admiral and try to build around him

Usually this is my number 1 priority. Choose an admiral and work around them. (If you've chosen Ozzel give up and start over :) I kid)

Next, I really try to visualize the fleet going up against others and think to myself, "what will you do against that fleet?" That usually allows me to focus on what is truly important to the success of the fleet.

Finally you have to have a plan for your objectives and any objectives you'll face if you are first player!

Gladiator - Use Demolisher title

3 or more ties - Use Howlrunner to work a little synergy

Activations - 3 Minimum

Carrier/Pocket Carrier - Amplify the Squadron Phase

Don't spend 400 points, just 'cause they are there to spend.

One of my regular opponents will always spend 398+ and by going 397 you can hand him your missions or take his and it is always quite nice being the person to have that choice. Even more fun can be had when you learn he knows nothing of the 12 missions and often does not consider what works or not with his fleet. Playing Superior positions when your opponent has 10 Y-Wings, is something you should never do to yourself.

Edited by Amanal

Rules of thumb can be good. They can also lock you into linear thinking and dull your creativity. So knowing when to break them is critical.

My fleet building is a back-and-forth process between:

1. What do I want to do?----I might start with a commander, an objective, an upgrade, a particular unit or even just a concept. I'll make sure it synergizes.

2. What will do if my opponent....? I look at how my list interacts with the popular lists out there. You don't form a plan at the table. You have a rough plan now and then you flesh it out later based on what he brings.

I don't have any serious list building guidelines. I violate the minimum activation suggestions consistently. My standard list is 2xMC80.

The only rules I might have when playing to win are:

-Take at least 80+ in squadrons. That seems the sweet spot in minimum performance.

-Build around the commander. Some cards excel/work with only certain commanders. XX-9/Dodonna comes to mind.

Mine are:

- bring some squadrons, even few of them help.

- strictly even number of squadrons.

- bring more potential squadron activations than actual squadrons.

- build a focused fleet: that is, a fleet that exploits one particular mechanic or phase of the game.

- bring at least 1 jolly card: ie, something people don't expect. this is good not only because of flexibility and options,but also because if your opponent expects a fully focused fleet, this behavior forces errors on his part.

- never trust dices: the more dice mods the better.This translates in all my main hitters having some form of dice modification.

- bring a lot of activations: 3 just wont cut it IMO.

1:choose Squads, usually 6-10

2:Tell my self it's time to do something new, then cave and use Gallant Haven.

3:Choose a 2nd ship that can control fighters once they get in combat

4:Add other ships. I'm still experimenting with TRC-90's and Flotilla's.

5. Add upgrades that are required for ship concepts (TRC on TRC-90,ect)

6:spend remaining points on upgrades on rest of ships.

7:Cuss my self as I think I'm Finished, then realize I haven't put an admiral in yet.

Every ship must be a viable threat in its own right. (Carriers gain the attack threat of squads they can activate)

Their must be a clear activation priority order.

Upgrades must be essential.

Does it look cool?

Will I have fun with it?

Can it rip a Star Destroyer?

Do I feel like I am actually playing a Rebel Alliance Fleet?

My big rule of thumb is having a SIOP (Single Integrated Operational Plan): everything must fit together. If I'm focused on using bombers to do damage, I invest in making my carriers as effective as possible. If I only want a couple ships I'll build each for survivability and killing potential. If the squadrons are only there as screen, I'll decide if I'd rather have them kill enemy squadrons or try to delay them, and build the fighter group around that. Each ship must be built to achieve its niche in the fleet to maximum effectiveness, without costing so much to compromise the others. Everything is give and take, so stepping away after each selection and balancing it against the rest of the fleet and its role therein is the most critical part.

Last step: Don't forget the football ;)

How I do a list if I want to have fun:

Rebs:

1. How much like the Battle of Endor fleet can I make this?

2. How many x-wings can I put in and not lose?

3. Is there a Salvation yet? Why not?

Imps:

1. How can I add more star destroyer?

PS I don't do other lists.