How do you approach building lists?

By Shadow345, in Star Wars: Armada

What do you start with?

Pick a commander first?

Start with a certain ship then build support around it?

Start with an idea and then add ships that fit the style?

I like to come up with a prerequisite, like a minimum number of activations, minimum number of squadrons and also upgrades that deal with problems.

Then start padding out the fleet as I go to with whatever fits that idea. Commander might be last depending on which one benefits the chosen fleet the most.

Edited by Shadow345

I start with what Squadrons I want to fly then what ships to push them followed by a commander then upgrades then objectives.

I aproach listing buildings very carefuly anf preferably from the opposite side than the one they are listing towards.

serious answer: idea then the rest follows.

Edited by Geressen

Start with an idea and then add ships that fit the style?

Definitely this. Same way I build Thomas the Tank Engine tracks with my boys. If I just build randomly then it doesn't work. But give me an idea to build towards....

I get the starter box lid and randomly throw cards into it. I then give the box lid to my opponent, that's his fleet, I then build my fleet around a game plan :-D

Edited by Vetnor

It starts with an itch to exercise a specific ship or upgrade card. Then I imagine how I will deploy it versus opponents and how to camouflage it...unless the chin IS the itch I'm trying to scratch, then I have to include ways of making it durable. Objectives are almost always secondary, unless the itch involves Objective manipulation.

I try to have an alternative method of play included in the list and I almost always try to include a 'Chin' in the list that attracts attention away from what I am REALLY trying to do (often part of the camouflage).

Yes, sometimes I have to 'force' deployment in some lists, but that was the intention the whole time, to play a specific type of way.

Then I go to a tournament to test it. Yes...I play test them in a tourney. Its the best environment really. Three games, three dif players with differing lists.

Rinse, repeat, next tourney.

Step 1 Go here http://armada.fabpsb.net/gindex.php#etiquette

Step 2 enter your goodies

Step 3 hit random

Step 4 hope for the best.

I mean just look at this as a winner.

[ REBEL FLEET (371 points)
1 • Objectives - Most Wanted - Fire Lanes - Dangerous Territory (0)
2 • CR90 Corellian Corvette A - Mon Mothma - Defense Liaison - Nav Team - Redundant Shields - H9 Turbolasers - Tantive IV (100)
3 • X-wing Squadron (13)
4 • X-wing Squadron (13)
5 • A-wing Squadron (11)
6 • X-wing Squadron (13)
7 • CR90 Corellian Corvette B - Wing Commander - Engine Techs - Electronic Countermeasures - Overload Pulse - Jaina's Light (70)
8 • CR90 Corellian Corvette B - Wing Commander - Engineering Team - Electronic Countermeasures - Ion Cannon Batteries - Dodonna's Pride (68)
9 • Keyan Farlander B-wing Squadron (20)
10 • Dash Rendar Outrider (24)
11 • X-wing Squadron (13)
12 • YT-1300 (13)
13 • X-wing Squadron (13)

Edited by Cubanboy

Step 1 Go here http://armada.fabpsb.net/gindex.php#etiquette

Step 2 enter your goodies

Step 3 hit random

Step 4 hope for the best.

I mean just look at this as a winner.

[ REBEL FLEET (371 points)

1 • Objectives - Most Wanted - Fire Lanes - Dangerous Territory (0)

2 • CR90 Corellian Corvette A - Mon Mothma - Defense Liaison - Nav Team - Redundant Shields - H9 Turbolasers - Tantive IV (100)

3 • X-wing Squadron (13)

4 • X-wing Squadron (13)

5 • A-wing Squadron (11)

6 • X-wing Squadron (13)

7 • CR90 Corellian Corvette B - Wing Commander - Engine Techs - Electronic Countermeasures - Overload Pulse - Jaina's Light (70)

8 • CR90 Corellian Corvette B - Wing Commander - Engineering Team - Electronic Countermeasures - Ion Cannon Batteries - Dodonna's Pride (68)

9 • Keyan Farlander B-wing Squadron (20)

10 • Dash Rendar Outrider (24)

11 • X-wing Squadron (13)

12 • YT-1300 (13)

13 • X-wing Squadron (13)

Xs, As, Rogue Squadon in Dash, ECM and Engine Techs on Pride... OLP on Jainas... Mon Mothma... Hefty Bid...

I'd Play it.

Is there really someone out there who sticks to one way only? I've tried different approaches - when I wanted to try out Dodonna, I focused on bombers and ships that excel at dealing faceup cards, when I purchased rebel squadrons all that time ago i've put what i liked and then added enough carriers and heavyhitters. Heck, i've build entire list just to try Home One title :P Curiously though, I have never build a list around objectives, as i usually choose them to suit the list... well that could be an interesting exercise, thanks for inspiration!

Also, I will now begin working on an article regarding different list building methods for our polish X-wing portal :D

Three words: Rule. Of. Cool.

I start with a philosophy.

Idea first. What do you want to do? Carrier? Fleet of attack ships? Flankers? Rymer ball? B-wing wall?

Next the Commander, who will be the best leader for your idea?

Then what ships and squadrons will be needed? Upgrades? Titles?

Then tinker with the above, look for synergy and combinations that will work together.

Now pick objectives that will be best for your build. And also have an idea if you want to take the bid and how much your willing to bid.

Now for a tough, what are you week against and formulate a plan if you meet that.

Now get out there and play!

For tournament I start with what are the widely tested/accepted strongest elements in the game and then I try to cram as many of them in as possible

For everything else it's usually starting with an interesting mechanic and seeing if I can leverage it or break it in some way, or learn something new about the game I hadn't expected...

I used to start with a vision of what I want my fleet to do/look like. Rule of cool I guess. Example : calamari cruisers just scream Star Wars for me, so I'll decide I want a fleet with 2 or 3 of them and try to make it work.

Recently I've started using the Admirals as a starting point and building a list around what they do and which ships and upgrades complement their abilities. Much more specialized around performing a specific mechanic in the game really well as a fleet.

I start with a concept or theme, perhaps what Ginkapo would call a philosophy. The commander, upgrades, ship and squadron selections all harmonize with that general concept or theme.

Usually I identify a core theme, I guess you'd say, and go from there. So, if I want squadrons I build 134 points of murder and then add ~30 points of bomber command and then sort of stare at the remaining ~230 points and wonder what the hell I can do with those points. Which...I mostly don't have an answer for, so I have a 2xAFMKII 1xTransport bomber a list, an Independence + Yavaris + Transport list, an ISD + Rhymer/Mauler/Murderball + Gozanti + Raider list (which I think will probably be terrible), and so on.

If I want Ackbar, uh. Well, there's Home One and then I decide whether I want Corvettes or Frigates to fill the rest of my points, and maybe Tycho to soak a few squadron attacks.

Konstantine + Interdictor builds itself, although...not necessarily in ways you want.

I start with what Squadrons I want to fly then what ships to push them followed by a commander then upgrades then objectives.

I think this may be the best approach especially with wave 5. Back in Wave 1 you just wouldn't bother with squadrons (FFG kept them weak) After the many squadronless victories in nationals FFG realize that error and released rouge. Still with squadrons depending on how much of your fleet you want to put in you squadrons this sets the style of the fleet you want.

  • Attack Squadrons Max squadrons points. AKA the Rhymer Ball, you want maximum squadron points which means all of your ships are going to have high squadron value for their point cost. Assault Frig Mk2B ISD 1, Escort Neb-b, Vic 1 Those are all low point to squadron value ships.
  • Defense Screen medium squadron points. Here is where you want your ships to do most of the fighting but still have enough squadrons to stop any rhymer balls from coming your way. The trick is to spend less points on squadrons but still have enough (if not more) to tie up any bombers that may come your way. Swarm TIE Fighters might be your best bet. As for ships pick the ones that throw a lot of dice and hit hard.
  • Harass (few to no squadrons) Mainly just there to fill out some points when you got more than 30 but less than another ship. Here you rely more on ships anti squadron firepower for protection and squadrons are only used for chasing down faster ships or harrying objectives. Ships with 2 anti squadron dice value are your friends here. As for squadrons rouge is your friend here so you free up your command dials.