Noob Player Needs Help!!!

By KrisWall, in Star Wars: Armada Fleet Builds

Hello all. So, cards on the table. I'm really, really bad at this game. It is, however, the game of choice for my local community. As such, I either need to get better or come to terms with not playing at all.

Here's the current situation.

#1 - I've played maybe 10 games total since Armada was released. Everyone I'll be playing with has played hundreds of games. I'm VERY far behind in terms of mastery of the game. The learning curve ahead of me feels very intimidating.

#2 - I have very little experience with other games where maneuvering into position over the course of several turns is an important game component. I mostly have tabletop experience with more reactive, single turn tactics type games where you don't have to commit to a strategy at the start of the game.

#3 - I own just about everything there is to own. If I don't own something, I'm willing to buy it.

I know that I really just need to play more games and that I'll get better over time... but considering that my regular opponents have so much more practice and a better understanding of the game, I'm not looking forward to losing over and over for the next however many months as I slowly improve.

Here's the big question...

Are there any fleet builds that are considered to be beginner friendly and reasonably competitive? I'm primarily coming from a Warhammer 40k background. In W40k, you'd never recommend that a new player start out with certain Factions because they're considered "finesse" armies. I'm looking to avoid finesse. I'm looking for straightforward. I'm looking for training wheels. I'm looking for "take these ships because they're more forgiving of mistakes as you're learning."

Any ideas? A friend recommended three "guppies" w/ reinforced bulk heads (or whatever that new card is called) with squadron support. His idea was that guppies have relatively good ability to change direction mid game and with the bulk heads, will be pretty durable. Keep in mind that this is for the Corellian Conflict campaign, so I'll start off limited to one upgrade per ship.

Thanks everyone!!!

Are you playing Rebels or Imperials? You sound like you'll be playing Rebels, so I wanted to make sure. Your friend is not wrong with the triple AFIIs. That would be a fairly simple and straight forward list with which to learn. Add Ackbar and some squadron flavor and you have yourself a relatively easy to fly fleet. Broadside, broadside, and more broadside.

Might I suggest the following to start a CC Campaign:

3x AFIIB

-Gunnery Teams on each

GR-75 Transport

-Ackbar

-Bomber Command Center

Jan Ors

6 X-Wings

396/400

Edited by Truthiness

Might I suggest the following to start a CC Campaign:

3x AFIIB

-Gunnery Teams on each

GR-75 Transport

-Ackbar

-Bomber Command Center

Jan Ors

6 X-Wings

396/400

Thanks. I'll give this a shot. I could also play Imperials, but my understanding is that consistently lining up a front shot from a Star Destroyer is harder than lining up side shots.

What would be your general strategy? AFIIBs fly in a circle around the enemy? What is the intent for the other ship and the squadrons? Should the AFIIBs be using Squadron commands to activate the X-Wings?

Is there a certain ship or ships you like that you want to fly?

The triple AFII is OK, but it's boring. You may be better served selecting ships you like and asking advice, then practice some more.

Armada is a game where experience playing it with a fleet you like for many games is part of the game. There isn't any list you can take that will get you easier wins.

Just my thoughts.

Edited by Englishpete

Is there a certain ship or ships you like that you want to fly?

The triple AFII is OK, but it's boring. You may be better served selecting ships you like and asking advice, then practice some more.

Armada is a game where experience playing it with a fleet you like for many games is part of the game. There isn't any list you can take that will get you easier wins.

Just my thoughts.

I don't have any particular favorites and I'm totally ok with boring so long as the learning curve will be easier to work with. I'm not looking for an auto-win list. I realize that doesn't exist. I'm looking to lessen the learning curve. Can I win games with nothing but a kajillion GR-75 transport flotillas and no squadrons? Sure. In an infinite universe, all things are possible. Will it be easy? Probably not. It's not a list that's "easy" to win with.

Some fleets will be easier to learn than others. At best, I'll be playing maybe one game per week. Three games if it's a tournament week. Thus far, I've played in precisely one tournament. I need a fleet that will be easy to learn, even if it is boring. I'm not going to be able to practice as much as others. One night a week is all I get and I usually don't get to the shop until 6pm or later.

Edited by KrisWall

Fair enough, the 3 x AFIIB with Xi-7's and/or Gunnery Teams and Ackbar as Admiral, then as many YT-2400 as you can fit is a list that will reduce your learning curve

If you prefer Imperials, this is in a similar vein,

Tarkin's Spikes
Author: Englishpete

Faction: Galactic Empire
Points: 390/400

Commander: Grand Moff Tarkin

Assault Objective: Close-Range Intel Scan or Targeting Beacons
Defense Objective: Planetary Ion Cannon
Navigation Objective: Dangerous Territory

[ flagship ] Arquitens-class Command Cruiser (59 points)
- Grand Moff Tarkin ( 38 points)
- Admiral Montferrat ( 5 points)
- Nav Team ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
= 111 total ship cost

Arquitens-class Command Cruiser (59 points)
- Nav Team ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
= 68 total ship cost

Arquitens-class Command Cruiser (59 points)
- Nav Team ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
= 68 total ship cost

Arquitens-class Command Cruiser (59 points)
- Nav Team ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
= 68 total ship cost

1 Morna Kee ( 27 points)
3 Aggressor Assault Fighters ( 48 points)

Edited by Englishpete

If you prefer Imperials, this is in a similar vein,

Tarkin's Spikes

Author: Englishpete

Faction: Galactic Empire

Points: 390/400

Commander: Grand Moff Tarkin

Assault Objective: Close-Range Intel Scan or Targeting Beacons

Defense Objective: Planetary Ion Cannon

Navigation Objective: Dangerous Territory

[ flagship ] Arquitens-class Command Cruiser (59 points)

- Grand Moff Tarkin ( 38 points)

- Admiral Montferrat ( 5 points)

- Nav Team ( 4 points)

- Dual Turbolaser Turrets ( 5 points)

= 111 total ship cost

Arquitens-class Command Cruiser (59 points)

- Nav Team ( 4 points)

- Dual Turbolaser Turrets ( 5 points)

= 68 total ship cost

Arquitens-class Command Cruiser (59 points)

- Nav Team ( 4 points)

- Dual Turbolaser Turrets ( 5 points)

= 68 total ship cost

Arquitens-class Command Cruiser (59 points)

- Nav Team ( 4 points)

- Dual Turbolaser Turrets ( 5 points)

= 68 total ship cost

1 Morna Kee ( 27 points)

3 Aggressor Assault Fighters ( 48 points)

The Corellian Conflict has an additional fleet building restriction in that you can only attach one upgrade (not including the commander guy) to each ship for your initial fleet. I wouldn't be able to take Nav Team AND Dual Turbolaser Turrets. I'd have to pick one or the other.

Oh, sorry, missed that this was for the CC.

I which case drop the Nav Teams initially and add another squadron. Then add the Nav Teams after the first round.