CC opening build thoughts

By Kristjan, in Star Wars: Armada Fleet Builds

Got assigned my team, we are the imperials. So now, what to bring?

The first thing that struck me was how different campaign fleets are compared to tournament lists. Your fleet can grow, but my thinking on this is you want most of your ships in your initial list, squadrons are probably easier to add later. The one upgrade per ship rule is nice, I don't have to worry about running into some jacked out monstrosity in my first game. Bids are also unnecessary.

At this point I'm not sure what my allies want to run, but I think every Imperial team needs an Interdictor to act as a closer. It's not an easy ship to use, but I think the campaign is where this ship will really shine, and scare the crap out of the rebel team. The Interdictor needs a decent escort to discourage the rebels from charging it, 2 raiders and 2 light cruisers should do the trick and get me into the 5 activation sweet spot. I'm not sure what Admirals my team want yet, so I sent aside 25 points.

Now upgrades and squadrons. Taking about 70 points of squads leaves about 20 left for initial upgrades. Nothing too fancy to start with. I'm not sure how I feel about Tie Fighters in CC, they are cheap to fix if they go down, but they will probably go down. Decimators are too cool to pass on, and work well with raiders, gotta take at least 2. Another 25 points of squads puts me in the 70 point squad range I was shooting for. As the campaign goes on I can add another 60 points of squads and still have 40 points for additional upgrades.

With that said this is where I ended up.

Interdictor w/ Grav Shift 92

Raider i w/ ord. experts 48

Raider i w/ ord. experts 48

Light Cruiser w/ Admiral(25), Blast Doors ~84

Light Cruiser w/ TRC 61

3 x Decimator 66

400

Hmm... Not sure I follow how Decimators work particularly well with Raiders. Not that I necessarily disagree... I guess I feel like I'd rather have something not heavy to pin squadrons for Raider AA.

Edited by Ardaedhel

Hmm... Not sure I follow how Decimators work particularly well with Raiders. Not that I necessarily disagree... I guess I feel like I'd rather have something not heavy to pin squadrons for Raider AA.

That's a good point, they are sort of a place holder until I figure out what unique squads my team mates are taking. I figure that most people will want to try them up, rather than eat all those blue dice. They will hang out close to the raiders to make attacking the Decimators less appealing.

Hmm... Not sure I follow how Decimators work particularly well with Raiders. Not that I necessarily disagree... I guess I feel like I'd rather have something not heavy to pin squadrons for Raider AA.

That's a good point, they are sort of a place holder until I figure out what unique squads my team mates are taking. I figure that most people will want to try them up, rather than eat all those blue dice. They will hang out close to the raiders to make attacking the Decimators less appealing.

howlrunner-mauler-4 tie for this ammount of points, and a flechette for one of the raiders. if both has, one flies into the enemy ball with your ties, next turn it deactivates them, gives place to your other raider, your ties massacre, then next turn raider deactivates again.

Hmm... Not sure I follow how Decimators work particularly well with Raiders. Not that I necessarily disagree... I guess I feel like I'd rather have something not heavy to pin squadrons for Raider AA.

That's a good point, they are sort of a place holder until I figure out what unique squads my team mates are taking. I figure that most people will want to try them up, rather than eat all those blue dice. They will hang out close to the raiders to make attacking the Decimators less appealing.

howlrunner-mauler-4 tie for this ammount of points, and a flechette for one of the raiders. if both has, one flies into the enemy ball with your ties, next turn it deactivates them, gives place to your other raider, your ties massacre, then next turn raider deactivates again.

See, that's a pretty good build, but I think teammates might be able to make better use of both of those aces. That's the sort of thing I'm looking forward to in CC: considerations of the team as a whole leading to different builds than tourney lists.

4 aggressors, or 3 aggrossors + Bossk wouldn't be bad. It would give you the non-heavies that you need. Also, Bossk isn't exactly in the first draft.

Swap out Grav Shift on the Interdictor for Targeting Scrambler maybe? With scarring and all that, it'd give the fleet that little bit extra survivability (you'd probably want Interdictor as your next upgrade to max out its potential).

I'm in campaign 2 at my FLGS, got to see the group 1 guys play last night. Based on what I saw, I think one raider needs to go. I could replace it completely with squadrons or a gozanti and add another 25 points of squads, not sure I want to go down to 4 activations.

Had some time to think about my build and watch some games from the first campaign group. My first observation was that people are still running a lot of squadrons in their opening build. Another thing I noticed is you can give ships upgrades, but you can't upgrade the ship class, i.e. a raider 1 is a raider 1 for the campaign, you can't pay 4 points later to make it a raider 2. Same deal with squadrons.

Looking at my original build, I think I'm too light on squadrons and having 2 raiders is probably not the best use of my points. I still want 5 activations, and with more points in squads a gozanti will help with squad commands. I claimed some unique squads and Jerjerrod as an Admiral so this is where I'm at now.

1 x Interdictor w/ Grav shift reroute 92

1 x Light Cruiser w/ Duel Turbolaser Turrets 59

1 x Command Cruiser w/ Jerjerrod 82

1 x Raider i 44

1 x Gozanti Cruisers 23

1 x Morna Kee 27

1 x Maarek Stele 21

1 x Colonel Jendon 20

1 x Captain Jonus 16

1 x Defender 16

400

This list has 100 points of squads, the Command Cruiser and Gozanti will give me some squad commands. It's light on upgrades, but has a lot of room to add more later. I really like Capain Jonus in this list, if I fly him out into distance 1 of an enemy ship, the rest of my list can really light it up.

No titles? I think you have to buy the ship and title at the same time. Can't go back and add it later so that might change how you spend your points.

I'm also surprised you get 4 aces. Jonus seems to pair best with Demo and Warlord. Maarek and Jendon paired with Rhymer.

I know you want input from the community, but I think the best way to construct a list is to understand what your teammates want to play with. So if you want to do Interdictor, and your teammates want Rhymerball and DeMSU, it will be easier for us to give input since we can guestimate what uniques you will have available to you. Otherwise we will suggest stuff and your teammates may pick your list apart.

Can totally add the Title later.

You just can't remove or Move the Title, once its added.

"After removing scar ID tokens, each player may spend resource points (not refit points) to add new ships, squadrons and upgrade cards to his fleet."

...

"A player may re-equip upgrade cards to different ships within his own fleet (without spending additional resource points) or un-equip upgrade cards entirely. However, a player cannot re-equip or un-equip title upgrade cards. Upgrade cards that are not equipped are set aside and can be equipped during a later campaign turn."

Edited by Drasnighta

With only one upgrade per ship, many see squadrons as a way to bring the most firepower. Ships with one upgrade are less likely to have lots of defenses against bombers.

After turn one, though, all bets are off! :)