Help a Rebel noob (we've all been teens :p )

By louisjrt, in Star Wars: Armada Fleet Builds

I got 2 lists to choose from, I would like you guys to help me pick one...
Also, both lists aren't perfect, especially the second one (the Mark II B feels like it wants to be a little bit of everything, while eating up pts for extra A-Wing squadrons it could be commanding... or anything else!), so I really would appreciate any suggestion/modifications... or tell me the good moves I did (positive come back aren't bad).

List A - 395pts - Admiral : Ackbar (because I'm a noob, it's easier to deal with his extra dices)

1 X MC 80 Assault Cruiser [Admiral Ackbar (38), Title : Defiance (5), Redundant Shield (8), Electronic Countermeasures (7), Leading Shot (4)]

176 pts

3 X CR90 Corvette A [Turbolaser Reroute Circuits (7)]

153 pts

6 X A-Wings

66 pts

List B - 396pts - Admiral : Ackbar (still a noob, didn't became "GUD" while writhing the first list)

1 X Assault Frigate Mark II B [Admiral Ackbar (38), Title : Gallant Haven (8), Intel Officer (7), Veteran Gunners (5), Electronic Countermeasures (7), Turbolaser Reroute Circuits (7)]

144 pts

4 X CR90 Corvette A [Turbolaser Reroute Circuits (7)]

204 pts

4 X A-Wings

44 pts


As for Objectives, I felt like both could be okay with :

Advance Gunnery,

Firelane

Intel Sweep

EDIT :
I edited the Turbolaser Reroute Circuit on the MC80 (god I can't stop making that mistake!!!) for Leading shot

Edited by louisjrt

Well MC80s dont have evades to use Turbolaser Reroutes with! Take Leading shots instead as an ion cannon upgrade. And with Defiance you can add a blue to ensure you have a dice to reroll if you need one.

With the second list, you can drop boosted comms (those are defence Awings, so no need to throw them far), and vet gunners. If you are running Gallant Haven, its nice to combo it with Jan Orrs who lets you brace 2 damage to 1 and then gallant haven to zero. Hella fustrating to play against.

List A: Mostly good here. TRC requires you to spend an evade, and the MC80 Assault does not have any evades. One of the best upgrades that you can put on the Assault variant is Leading shots. Speed a blue die to make your red blanks and unneeded red accuracies go away. I go back and forth on Redundant Shields. It seems like I either don't use them because the opponent decides not to shoot at my MC80, or my MC80 is the target and dies in fewer rounds than it takes to get your money's worth on Redundant Shields. Advanced Projectors does have a soft counter in XI7, but at least you can still redirect that one point toward your far shield and spend an Engineering token to move its remaining shields over. And if I has any unit without XI7 shooting at you, you'll likely be able to deplete your shields anyway.

So that gives you -2 for Advanced Projectors, -7 for TRC, +4 for adding Leading shots, for -5 total. You're at 393 at that point. If you're planning on making use of the Defiance title, then you really don't need much of a first player bid. You might want a little bid to ensure few people will make you go first. So that leaves you a couple of options: You can add Jaina's Light to one of the Corvettes. That gives you added flexibility on positioning. You could also upgrade an A-wing to Tycho, or do both.

Just a few changes really. You've got an excellent core.

Objectives: Firelanes will work better. Your red dice have a lot of reach, which means you can cover a lot of objectives effectively. Most of the time, the combination of Advanced Gunnery and Firelanes will force your opponents to go for Intel Sweep, so get used to playing on Intel Sweep and come up with a pretty good effective plan. I really like having Jaina's on that objective as the objective ship because you can use a combination of obstacles and your own ship to screen your objective ship and keep it around to pick up objectives.

I'd just skip the second list altogether. Your first list is just better by leagues. Gallant Haven and Boosted Comms work at cross purposes, since with one upgrade you're wanting to keep your squadrons at distance 1 and the other is allowing you to send them out everywhere. I also think Corvettes benefit less from Ackbar than MC80s or AFMKIIs, since they maneuver quite well naturally and can double-arc pretty easily. In your first list, you run 3 because that's what you've got the points for. In the second list, I'm not convinced that running four really helps.

One other thought:

Have you considered the MC30? I find it a bit better fit with Ackbar than either the AFMKII or the Corvettes. It ends up beefier than Corvettes, but the extra evade can help its damage (TRC) and survivability relative to the AFMKII. You'll do comparable damage at range while being absolutely punishing if the enemy closes.

Congrats on joining the game and best of wishes to you on your lists!

Thanks both of you. Would you have a preference between the MC30c's "Torpedo" VS "Scout" versions?

Thanks both of you. Would you have a preference between the MC30c's "Torpedo" VS "Scout" versions?

With Ackbar,Mc30 Scout with Turbolaser reroute circuits. If the flagship add Foresight.

HAHAHA funny new idea came out of that guys!

List C - 398pts (Sorry to go out with this, but my god the amount of dices this list could get!!!)

1 X MC30c Scout Frigate [Admiral Ackbar (38), Title : Foresight (5), Turbolaser Reroute Circuits (7), Electronic Countermeasures (7)]

126 pts

3 X MC30c Scout Frigate [Turbolaser Reroute Circuits (7)]
228 pts

4 X A-Wings
44 pts

Objectives : pretty much the same 3

Advance Gunnery,

Firelane

Intel Sweep

:D

Sorry for this but I fought and won my second game of armada with the third list (the 4 X MC30c one) and it was HILARIOUS!

My adversary is a really good tactician who knows the system like I know my own cucumber's size and he used a squadron heavy army (with like characters that gave his tie fighter extra counter, made my squadron "heavy" and all that). He did a single mistake at the start but went on with it anyway and faired quite well despite said error. I can't tell if the list can be good since I won only out of shear IMPOSSIBLE LUCK!

My worst roll with my ships, using 4 red dice, was 1 crit and 4 damages! That was the worst roll of the entire game! 6 turns of average 7 damages out of 4 red dices! At one point I think I had 11 hit on blue dices out of 13 roll (using my anti squadron armament)

I felt bad for my adversary... but he quickly made clear that the game was too funny at this point to not laugh about it!

Love the experience, love the MC30c's speed, global resilience and the 4 red dices + TRC is really something to consider, nothing to sneeze at, and when the target gets too close, the shear amount of damage output the torpedo's black dice add is INSANE (although this also means the evade token can't be used to defend and that's also something important : kill or be killed)!

Sadly, the A-wing didn't do SH*T ... like... one countered for 2 damages and that's ALL they did... I wonder if I shouldn't drop them...
Also, it was hard to maneuver 4 ships at speed 3 in a line without ramming myself, but I managed to do it only at one point!

Thanks again guys!

its a good list, stick with it, if your not liking the a wings, I would suggest YTs if you can find the points ( ECM would be the first place to look as you have double evade, reroute so less need for ECM).

Sorry for this but I fought and won my second game of armada with the third list (the 4 X MC30c one) and it was HILARIOUS!

My adversary is a really good tactician who knows the system like I know my own cucumber's size and he used a squadron heavy army (with like characters that gave his tie fighter extra counter, made my squadron "heavy" and all that). He did a single mistake at the start but went on with it anyway and faired quite well despite said error. I can't tell if the list can be good since I won only out of shear IMPOSSIBLE LUCK!

My worst roll with my ships, using 4 red dice, was 1 crit and 4 damages! That was the worst roll of the entire game! 6 turns of average 7 damages out of 4 red dices! At one point I think I had 11 hit on blue dices out of 13 roll (using my anti squadron armament)

I felt bad for my adversary... but he quickly made clear that the game was too funny at this point to not laugh about it!

Love the experience, love the MC30c's speed, global resilience and the 4 red dices + TRC is really something to consider, nothing to sneeze at, and when the target gets too close, the shear amount of damage output the torpedo's black dice add is INSANE (although this also means the evade token can't be used to defend and that's also something important : kill or be killed)!

Sadly, the A-wing didn't do SH*T ... like... one countered for 2 damages and that's ALL they did... I wonder if I shouldn't drop them...

Also, it was hard to maneuver 4 ships at speed 3 in a line without ramming myself, but I managed to do it only at one point!

Thanks again guys!

Don't take 4 A-wings. Take Tycho.

Tycho is good

Tycho is life

Tycho looks badass! I should try him indeed!

My problem is with squadrons in generals :
1 - do I NEED to use them to have an efficient list (can I do a good list without any)?
2 - Can squadrons be efficient/do something when you face a combination of : Howlrunner + Major Rhymer + Dengar + 3 bombers + 2 TIE advanced + 2 Interceptors + I think their was another dude that made my A-Wings "Heavy" within a radius or something (?), because frankly I couldn't do **** with my squadrons! His squadrons could move and shoot in the ship's activation phase (he had 2 "mothership" based around using squadrons, a decent tactic indeed) and I couldn't engaged while he had extra reach to shoot me down, I couldn't lock his squadron in place and he had so many shots that anyway the A-Wings couldn't survive...
3 - How much investment in squadron is "too much" investment?

Side note : having counter 2 on TIEs and counter 4 on TIE advanced is INSANE ... no A-Wings is taking that down!

Edit :

Like, would this be efficient?

4 X MC30c Scout (69) + TRC (7) = 304pts

1 X GR-75 Medium Transport (18)
1 X GR-75 Medium Transport (18) + Leia Organa (3)
1 X GR-75 Medium Transport (18) + Admiral Ackbar (38) + Quantum Storm (1)
Total : 400 pts

I know the GR75 doesn't benefit from Ackbar, but they would pretty much be activation spenders and squadron shooters... and rammers... and objective catchers and the likes...

VS

3 X MC30c Scout (69) + TRC (7) = 228pts
2 X CR90 Corvette A (44) + TRC (7) = 102pts
1 X GR-75 Combat Retrofit(24) + Admiral Ackbar (38) + Quantum Storm (1) + Lendo Callriassian (4) = 67pts
Total 397pts
Edited by louisjrt

Since I was your opponent yesterday, I guess I'll step into the discussion! :P

First of all, you should not base your impression of the squadrons in general on the game we played. I went to the full extreme because I wanted to experiment and see the possibilty. What you faced yesterday, I don't think you will face it really often. The combo Howlrunner+Tie Interceptor+Flight controllers is devastating against other squadrons, but it stops there and cost a lot to pull off (Howlrunner with 2 Interceptors and a Victory with Flight Controllers and Boosted Comm cost 121 points and it doesn't do a lot against ships). Sure it eats A-Wing or any other squadrons, but it stops there. Remember that they didn't do much after I killed your A-Wing. Funny to pull off, but don't expect to see it often in tournaments.

Now onto your questions and my personal opinion:

1- You don't NEED to have squadron to make an efficient list, you can do pretty well without them. But you have to be aware that you are opening yourself to the possible bombers from your opponents. Your MC30 list doesn't have a lot of AA, so if you don't take any squadron, you are opening yourself to a Rhymerball or other bomber heavy list. With the Wave 3-4 new upgrades, I expect that we'll see more of them in the future as we get more tools to make them viable.

2- As I said earlier, I went to the extreme. But what I think you should have done is wait one more turn before commiting. Stay at the back, wait for Rhymer and the Bombers to commit (opening yourself for the first salvo, which you were not able to avoid anyway) and then come in to engage. The pilot that could give Heavy to your A-Wing was Dengar, what you listed was my full squadron force.

3- Depends on what you want to do. If it's only some protection from the eventual Bomberstrike, I don't think you should invest too much. Just enough to tie his bomber long enough to not do too much damage. If you plan on using them to do some ship damage, I think you should aim to be able to order them during the ship phase (no use to have 6 Bombers if you can't order them anyway). So again, for the fleet you were using yesterday, I think that 4 A-Wing was fine. You will face other fleet with less Air Superiority and in those situation, you'll be glad to have those A-Wing and won,t think that you are just sending them to the butcher.

As for your side note: It's counter 4 on the Tie Interceptor when they are paired with Dengar and Howlrunner. In that case, just attack Dengar and he will counter you with a big 0. As for the Tie Fighter with Counter 2, it's technically possible, but they would have to be also paired with Howlrunner and Dengar. At this point, just pay the 3 other points and upgrade them to Tie Interceptors, you'll have Counter 2 without the needs of anyone else.

My adversary is a really good tactician who knows the system like I know my own cucumber's size and he used a squadron heavy army (with like characters that gave his tie fighter extra counter, made my squadron "heavy" and all that). He did a single mistake at the start but went on with it anyway and faired quite well despite said error. I can't tell if the list can be good since I won only out of shear IMPOSSIBLE LUCK!

As for this part, thanks for the compliment, but I'm far from being the player you describe. I know the system, I'm a decent miniature player, but I haven't been playing Armada for a long while, I'm learning the game just like you. As for your list, yes I think it's a good one. There certainly was some luck involved yesterday, but I do believe that you would have won the game anyway. What I wonder though, is how it would fare against a list with more firepower from the ships and more activation. If you want to try it out next time, I'm open for it. (But please, buy at least a second MC30 so that we don't have to use a Neb instead... totally break the immersion and that's the only reason why I lost, it was too distracting! :P )

HAHAHA nice! I'll buy the extra MC30c as soon as they get one in the local store... along with a Corvette

PS: what about the 2 new alternative to the list?

Edited by louisjrt