What about this build? (New player here)

By teajay33, in Star Wars: Armada Fleet Builds

400 points

SHIP: Imperial II120

UPGRADES PTS

General Tagge 25

Wulff Yularen 7

Gunnery Team 7

Electronic Countermeasures 7

Avenger 5

TOTAL POINTS: 171

SHIP: Gozanti Cruisers 23

UPGRADES PTS

Jamming Field 2

Expanded Hangar Bay 5

Vector 2

TOTAL POINTS: 32

SHIP: Gozanti Cruisers 23

UPGRADES PTS

Admiral Titus 2

Comms Net 2

Suppressor 4

TOTAL POINTS: 31

SHIP: Raider II 48

UPGRADES PTS

Agent Kallus 3

Impetuous 4

TOTAL POINTS: 55

SQUADRONS PTS

Major Rhymer 16

Dengar 20

Tie Bomber Squadron 9

Sontir Fel 18

Howlrunner 16

Mauler Mithel 15

Tie Bomber Squadron 9

Tie Fighter Squadron 8

TOTAL POINTS: 111

OBJECTIVES

NAVIGATION:

Superior Positions

DEFENSE:

Hyperspace Assault

ASSAULT:

Precision Strike

Edited by teajay33

My rebels

399 points

SHIP: MC80 Command Cruiser106

UPGRADES PTS

Admiral Ackbar 38

Intel Officer 7

Redundant Shields 8

Home One 7

TOTAL POINTS: 166

SHIP: Nebulon-B Escort Frigate 57

UPGRADES PTS

Adar Tallon 10

Fighter Coordination Team 3

Yavaris 5

TOTAL POINTS: 75

SHIP: GR-75 Medium Transports 18

UPGRADES PTS

Toryn Farr 7

Bright Hope 2

TOTAL POINTS: 27

SQUADRONS PTS

Dutch Vander 16

Luke Skywalker 20

Wedge Antilles 19

Tycho Celchu 16

Han Solo 26

Keyan Farlander 20

B-wing Squadron 14

TOTAL POINTS: 131

OBJECTIVES

Not sure which to use

Edited by teajay33

Imperial

List looks ok. I would take Most wanted and maybe contested outpost.

You have Avenger and Suppressor which work well together. You also have a Raider-II that could be equipped with Overload Pulse to exhaust all the tokens before Avenger shreds the poor victim. Downgrade Howlrunner for a Tie-F if you want to try this. It is difficult to get the order to work but one game in three it will devastate. Oh yes and if you do try it Screed would be better than Tagge. I'm really not that keen on Tagge anyway.

Rebels

Drop Ackbar. Only Home one really benefits as your transports can't fire and the Neb doesn't like ships getting on his vulnerable flank. Dodonna may be better for you freeing up 18 points and making the bombers crit-tastic. If you like Ackbar look at MC80c, AF-IIb and CR90A with TRCs but this will eat into your points a bit so fewer upgrades or cheaper squadrons.

Drop Home-One for Defiance since you have a small initiative bid and the extra accuracy is only for other ships not the MC80 itself and one of those other ships can't shoot. I think ECM is preferable for flagships over redundant shields.

Get some Intel. Add Jan Orrs to protect the fighters and allow them to move when engaged to attack ships.

Bomber Command Centre to boost your fighter impact. If you go for this drop non bomber squadrons (except Jan) so Dash rather than Han etc.

Edited by Mad Cat

Second MC ^^^

Exception: Rieekan is also a great choice if using all of those named fighters & use the points to replace the B-wing with Jan (or as MC said, go BCC route & swap a lot of stuff around)

Reb Objectives: depends on route you go with changes.

Ok I totally trashed the first rebel build and made this one..

398 points

SHIP: Assault Frigate Mark II B72

UPGRADES PTS

General Dodonna 20

Toryn Farr 7

Electronic Countermeasures 7

Gallant Haven 8

TOTAL POINTS: 114

SHIP: Nebulon-B Escort Frigate 57

UPGRADES PTS

Adar Tallon 10

Fighter Coordination Team 3

Yavaris 5

TOTAL POINTS: 75

SHIP: GR-75 Medium Transports 18

UPGRADES PTS

Bomber Command Center 8

Bright Hope 2

TOTAL POINTS: 28

SHIP: CR90 Corvette B 39

UPGRADES PTS

Ray Antilles 7

Tantive IV 3

TOTAL POINTS: 49

SQUADRONS PTS

Dutch Vander 16

Luke Skywalker 20

Wedge Antilles 19

Keyan Farlander 20

Jan Ors 19

B-wing Squadron 14

Dash Rendar 24

TOTAL POINTS: 132

OBJECTIVES

Still need suggestions

I'm thinking -

Precision Strike

Superior Positions

Contested Outpost

Edited by teajay33

Looking good. Move Toryn to the Bright hope maybe so it helps the fighters and also allows the AFII to benefit with its blue dice.

Move Tallon to the AFII to enable it to activate first and get fighters into range 1 of a target then let Yavaris pick one up again for a double tap.

Move Ray to Yavaris to let it activate 3 squadrons a turn. Or take Flight commander to allow it to squadron after moving and after FCTs go off.

I think with 130+ points of squadrons you don't need Gallant Haven. With Yavaris double tapping and Tallon getting another squadron attack on top of this and Dutch turning enemies off for a turn and Jan lending brace tokens to others you shouldn't need GH. Boosted coms and or flight controllers might be nice.

CR90 is good. CR90A + TRCs are good too but would involve more points

Wouldn't Ray and Tantive IV allow me to just send the tokens where I needed them, and still get one to use that turn as well?

I read it as, reveal command, get token. Trigger TIV which takes said token and gives it to another ship. Right?

Edited by teajay33

With Tantilles, you get a token for revealing, can mail that one off, then you can turn the dial into a token,which you can either keep or mail off to a 2nd ship.

The problem with relying on Tantive to shell out the tokens is that as combat intensifies you may want or need to activate the other ships first to save them or take advantage of immediate attacks and squadron commands.

Tantive is still good but I would rather Raymus was on Yavaris where he was needed.