Got a proven imperial and reb tournament list?

By Samurai33, in Star Wars: Armada Fleet Builds

I've got all releases of Armada ships for both sides (multiples of most) but have had my focus solely on X-wing until now but want to get into the competitive armada scene.

I'm a lazy net lister (don't judge me) so could anyone please share some proven rebel and imperial tournament lists...(like paratanni or Kanan/Biggs is to X-wing)?

Thanks in advance

Not really such thing in Armada. I mean, there is a thread in the main forum called "regional data" that contains lists for about 250 lists used this past years regionals. What you find there is a pretty good formula for what people are and arent using, but there is no single list that skews to automatic.

Even among the individual peices that are near automatic picks for their style of play, cramming them together into one list is rarely successful.

Id be happy to help more if you had some ideas about what you like to play or are skilled at playing, but there isnt really a shortcut to the top 4 here.

Thanks! Just knowing that is real helpful...and very encouraging for a armada newbie like myself.

I'll start digging into the fleet build thread then.

To be honest you can pretty much play what you like, although a couple of key rules will help.

1) activations.... it's harder to play the game with very few activations ( get out manovered ) or a very large number ( get confused and bump/miss fly fleet). For a player finding their feet I would suggest 4-5 activations is a sweet spot.

2) deployments, remember each ship or group of two fighters is a deployment and you take it in turns, if you have a low level of deployments your opponent will be able to save his best units to deploy after your whole fleet is down, making it harder to play. You should aim for a min of 8 deployments when starting out ( say 4 ships and 8 fighters, 5 ships 6 fighter etc). Remember odd numbers of fighters do not add to numbers of deployments ( 2 fighters is 1 deployment, so is 3 fighters) so unless you have a very good reason stick with even numbers of fighters when learning.

3) fighters vs bombers and what is adequate. You can build fleets that have very little fighter cover but the tactics to fly theses well are very difficult and most lists you come against will have fighters/bombers. It is hard to learn to fly against a fleet without fighter cover so at the beginning I would make sure I had adiquate fighters/bombers6-10 squadrons . Specialist fighter squadrons are more points effective and better at their jobs than general purpose units but are harder to play, Also slow fighters are very difficult to learn to fly well. So as a new player think about using plenty of robust, fast, general purpose fighters ( Awings, Tie advanced, tie defender, Ewing, swing, etc). Have two sources of Intel to start, as you need to learn how to deploy this well, you can drop to one Intel fighter later.

4) when learning your first fleet, avoid some of the harder to play ships. All the ships in armada can be played in a fleet but some have specific weaknesses that new plays may not be able to stop being exploited.

a)Neb B, the side arc, you need to move this ship very well otherwise it dies to side shots.

B) Victory, very poor turning circle and almost impossible to manoeuvre well without lots of experience, they will get behind you and you will die....

c) raider, this is one of my favourite ships, but it's mix of defence tokens ( long range) and fire power ( short range) make it very hard to learn and you need to use activation planning to get theses to live and fight.

5) Overload, keep your ships lean, each upgrade should have a purpose do not overload your ships ( most ships only need a couple of upgrades, some like ISD,MC80,MC30,Glads need more... Generally the better the damage output the more worthy the ship is to upgrade beyond one or two cards.

6) Mission cards..... Picking three that work with your fleet is as important as picking the fleet itself, don't just design a fleet and the throw in three missions, map out and plan how you will play your three missions.

7) bid. Do you need to go first ( high activation fleets that want to go last then first), bid 6-10. Would you like to choose first or second after seeing their fleet, bid 1-4. If you do t mind spend every point you have.

Just some ideas for a new player....

Edited by Johnnyreb