First Imperial Fleet

By DarthAmmon, in Star Wars: Armada Fleet Builds

Ok, I'm due to play my first game of Armada soon. In fact, it's going to be my first game ever when it comes to table top and to top it off, it's going to be a tournament. lol

I've been reading up on stuff, buying ships/squadrons and watching YouTube vids and I've settled on this fleet. It's probably laughably horrible, but I thought I'd get an opinion on it anyway. At least I'm fully expected to get wiped, so no pressure. Anyway, here's the list:

400/400

Objectives: Close Range Intel Scan, Contested Outpost, Solar Corona

Commander: Jerjerrod

Ships:

ISD II (With Avenger title)

Jerjerrod, Gunnery Team (Electronic Countermeasures, Leading Shots, XI7 Turbolasers (Total: 172)

Arquitens Class Light Cruiser

Wulff Yularen, Reinforced Blast Doors, Enhanced Armament (Total: 76)

Arquitens Class Light Cruiser

Reinforced Blast Doors, Enhanced Armament (Total: 69)

Squadrons:

Howlrunner (16)

Saber Squadron (12)

Ciena Ree (17)

Soontir Fel (18)

Dengar (20)

ISD is used to dish out the lions share of the damage, with the Cruisers being used to pelt the opposition with red dice from the flank. Motti was in mind for help in tanking damage, but I've gone with Jerjerrod to help keep the enemy in my ideal firing arc.

As for squadrons, I was aiming for anti squadron and went with my choices because I felt they could do well as a group, but also have the speed and survivability to pick individual fights if needed. Obviously Saber is being used to snipe at groups.

In terms of objectives, I went for the most evenly balanced I could. I figured Close Range Intel Scan would be good for my ships, with the amount of dice they'll be rolling. Contested Outpost, because I think my fleet poses enough of a threat to hold the station and Solar Corona, because even if I'm affected by the corona, I should be rolling enough dice to get shots in (unless my rolls are REALLY horrible lol)

So yeah, this is my first attempt at a fleet. (And probably shows). :-|

ISD is a classic load-out. Consider Skilled First Officer as an insurance on Slicer tools or just to get you a repair or nav command earlier than you need it. Agen Kallus is also a great upgrade as your Gunnery teams let you whack a ship then hose squadrons both from the same arc. Remember Avenger works on red squadron defence tokens too (Been playing Avenger for ages and only realised around Christmas).

Arquitens should drop expanded armament for the DTT cards they come with in the packs. When rolling 3 red dice increased to 4 with DTTs (5 with concentrate fire) you have a high chance of rolling a blank so the reroll almost equals a +1 die. Another option on one ship is captain Needa and a TRC, very deadly to larger ships with no evades like MC80, VSD, ISD, Interdictor.

RBDs is good but increases the points and with only 5 hull and no brace you can occasionally get popped before getting to use them. Don't be afraid to let a few damage onto your hull towards the end of a turn rather than redirecting it to a side shield. Then use the RBD safely.

Fighters are ok but Fel works better with a source of Escort to force the enemy to take extra damage. With the 10 points from the DTT substitutions and maybe dropping Wulff you could afford a Tie-A or Tempest or preferably Zertek. If not the swap Fel for Mauler and go for some area ramming.

Thanks for the tips. :-) I've actually bought a few more ships and been looking over the new cards I have access to now. Can't wait to get my first match going, cause at the moment, my brain just can't settle on a fleet. lol

Actually been studying rebel ship cards now and how each ship moves. Love how there are so many ways to approach matches. :-)

Figured it'd help to generally know how the enemy moves, so I can try to outmanoeuvre them. ;-)