First Tournament

By SgtDurandal, in Star Wars: Armada Fleet Builds

So I'm planning on playing in my first local organized play event in a couple weeks. I've mainly only played against a friend that got into Armada at the same time as me. I've been running this fleet for awhile now and while I like it quite a bit, I'm looking for any feedback/suggestions. So without further preamble:

Demo Double Kittens
Author: Sgt Durandal

Faction: Galactic Empire
Points: 395/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Admiral Screed ( 26 points)
- Turbolaser Reroute Circuits ( 7 points)
= 87 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Concussion Missiles ( 7 points)
= 85 total ship cost

Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
= 28 total ship cost

Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
= 28 total ship cost

1 Zertik Strom ( 15 points)
1 "Howlrunner" ( 16 points)
1 Dengar ( 20 points)
1 Saber Squadron ( 12 points)
1 Ciena Ree ( 17 points)
1 TIE Interceptor Squadron ( 11 points)
1 Valen Rudor ( 13 points) = 104 total squadron costs

My main concern is I'm spending far too much on a fighter screen. But when I've brought fewer fighters I've been pretty soundly beat up by bombers. All thoughts welcome!

Screed doesn't do a lot for Arquitens. You might be better suited with Jerjerrod or Ozzel. It would also free some points.

I've thought about that a lot to be honest with you. On paper he doesn't synergize well with the Kittens but on the table with how fickle red dice can be I do find myself using his ability several times a game with the Kittens. And of course his presence with Demo is always nice. I do love me some Jerry. I've been reading a lot about the benefits of Ozzel and I may try running him with this fleet the next opportunity I get. Thanks for the suggestions!

Have you had a chance to test this list much? I've got a tournament tomorrow and I've been considering a somewhat similar build:

Glad 1 - Demo, Intel Officer, OE, APT, Engine Techs

2 x Arq Light Cruiser - Intel Officer, DTT, RBD

Raider 1 - Kallus, OE, Flechette

Gozanti - Jerjerrod, Comms Net

Howlrunner

Maule Mithel

4 x TIEs

Seems like it should work fine, but I've only played a single game with Arqs so far and I'm gunshy...

Edited by IronNerd
Hit post too early...

@IronNerd I've actually had the chance to play multiple variations of this fleet now. I still like it a lot but I've recently run into issues handling a particular hearty Rebel build. To begin with I had great success with it. The Arqs flew in a quasi gunline kiting away from the main enemy formation and circling the battle field doing damage at range. demo flew through and moped up what was left.

What I've run into is what a lot of people on the forums are seeing, and nasty Biggs, Jan, Nora, ten numb, and assorted bomber w/ escort with Yavaris thrown in. I've since dropped both gozantis in favor of 2 raiders and a paired down fighter screen of Vader, 2 Advanced and Soontir Fel. It looks like your list was built with a similar expectation of running into powerful sqauds.

While my success has varied I'm sure someone who flies it with more skill could do well with this fleet. You can check out most of my batreps on my YouTube channel if you'd like to see how I flew it and learn from my mistakes. Be warned, I tried to edit this down but it's still pretty long. I'll be posting our latest match from last night soon.

As an update on the changes I've made to this fleet below is the build I ran last night and while I still lost that match it was much more competitive. The idea here is that the raider and Demo can start at speed one, bank nav tokens turn 1 and then pick their moment to jump into the fight to hopefully flak a bomber ball once it's activated or jump a ship that's exposed. The ability to go from speed 1 to speed 4 in one turn can be surprising to say the least. Of course this is most effective with initiative.

Demo Raider Kittens v2
Author: Sgt Durandal

Faction: Galactic Empire
Points: 395/400

Commander: Admiral Ozzel

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Intel Sweep

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 77 total ship cost

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
= 55 total ship cost

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Admiral Ozzel ( 20 points)
- Turbolaser Reroute Circuits ( 7 points)
= 81 total ship cost

Raider-I Class Corvette (44 points)
- Sensor Team ( 5 points)
- Assault Concussion Missiles ( 7 points)
= 56 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

1 Darth Vader ( 21 points)
1 Soontir Fel ( 18 points)
2 TIE Advanced Squadrons ( 24 points)

Card view link

Fleet created with Armada Warlords

@IronNerd how did your tournament go? Did you end up flying the list you posted above?

Looking good! @SgtDurandal

In your fleet above I think the first Arquitens needs to drop to a DTT so the raider can get Flechettes.

Sensor teams can be great, but not on a Raider. I just can't see spending a dice to add no damage with two dice that can blank being a good choice. What do you do when you roll 2 accuracy and 2 blanks with your front arc? It happened to me in a game just today. I think you will find better results by sticking to Ordnance Experts and Concussion Missles. It also gives you 1 more point to your bid since you will really really want to go first.

Edited by BrobaFett

@BrobaFett I came to the exact same conclusions. After rolling with the fleet above I made a couple final tweaks for the match I played tonight and they made a huge difference. Unfortunately, I don't have access to Flechettes upgrade card. :( So what I've ended up with is the below fleet that I'm feeling pretty good about.

Demo Raider Kittens v3
Author: Sgt Durandal

Faction: Galactic Empire
Points: 394/400

Commander: Admiral Ozzel

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 83 total ship cost

Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
= 55 total ship cost

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Admiral Ozzel ( 20 points)
- Turbolaser Reroute Circuits ( 7 points)
= 81 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

Raider-I Class Corvette (44 points)
- Assault Proton Torpedoes ( 5 points)
= 49 total ship cost

1 IG-88 ( 21 points)
2 TIE Advanced Squadrons ( 24 points)
1 Soontir Fel ( 18 points)

Looks good man! Bring your DTT card day of and see if anyone can trade you for Flechettes. It's a neutral point trade off but will save your ships from getting annihilated if you can delay some key ace for a turn or 2.

7 hours ago, SgtDurandal said:

@BrobaFett I came to the exact same conclusions. After rolling with the fleet above I made a couple final tweaks for the match I played tonight and they made a huge difference. Unfortunately, I don't have access to Flechettes upgrade card. :( So what I've ended up with is the below fleet that I'm feeling pretty good about.

Demo Raider Kittens v3
Author: Sgt Durandal

Faction: Galactic Empire
Points: 394/400

Commander: Admiral Ozzel

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 83 total ship cost

Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
= 55 total ship cost

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Admiral Ozzel ( 20 points)
- Turbolaser Reroute Circuits ( 7 points)
= 81 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

Raider-I Class Corvette (44 points)
- Assault Proton Torpedoes ( 5 points)
= 49 total ship cost

1 IG-88 ( 21 points)
2 TIE Advanced Squadrons ( 24 points)
1 Soontir Fel ( 18 points)

Interesting Fleet you have, I do love small based ships! ?

For your Fighter screen, I would trade the Ordnance Experts and your Squadrons selection for "Howlrunner" and 5 Interceptors, or 3 Ints and 2 ADVs if You want to give some Escort to Howlrunner, this would give you uniformity, speed 4 and Counter 3, in addition to any rerollable dice, in this way you can forget your Squadrons and concentrate on using your ships, without modifications to them.

Nice work!

@Kieran Rexer thanks for the suggestion! Version 1 of this fleet actually had almost that exact fighter screen:

1 Zertik Strom ( 15 points)
1 "Howlrunner" ( 16 points)
1 Dengar ( 20 points)
1 Saber Squadron ( 12 points)
1 Ciena Ree ( 17 points)
2 TIE Interceptor Squadron ( 11 points)

What I ran into was my opponent added Ten Numb to his bomber ball. 2 turns of splash damage plus flack and my fighter screen was toast. While I love all the dice adds and counter with those squads the 3 hull just didn't last past turn 3. Then things got really "dicey." :)

Yes, this can be what happen with Squadrons with only 3 hull points?

When I go with low/light fighter cover like this, I try only to keep enemy squadrons busy, usually I can last for two, maybe three rounds, with a bit of luck, I just wait in a covering position until the enemy ball is in good range....most of the times Howlrunner was still on play at the end of the game, and I was able to score some valuable points.?

Final fleet build that I played in the tournament today. 6 players total and I was fortunate enough to take 1st place.

Demo Raider Kittens FINAL
Author: Sgt Durandal

Faction: Galactic Empire
Points: 389/400

Commander: Admiral Ozzel

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Admiral Ozzel ( 20 points)
- Turbolaser Reroute Circuits ( 7 points)
= 81 total ship cost

Arquitens-class Light Cruiser (54 points)
- Hand of Justice ( 4 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 67 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 83 total ship cost

Raider-I Class Corvette (44 points)
- Assault Proton Torpedoes ( 5 points)
= 49 total ship cost

Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
= 55 total ship cost

3 TIE Advanced Squadrons ( 36 points)
1 Soontir Fel ( 18 points)

Card view link

Fleet created with Armada Warlords

How did TRC & TRC/Needa/Hand of Justice work out on the table? Worth the points and maneuver effort or nah?

I tend to fly my Kittens in a quasi gun line so the maneuvering effort to keep them in range of Hand of Justice isn't that much more of a burden for me. However, I think in the 3 matches I played I believe I used Hand of Justice twice. So, to answer your question... for 4 points I'm not convinced it's worth it. So many things have to fall just right. The other ship needs to have activated or taken fire and forced to spend the evade before the Hand activates. Really the more I play that combo the more I feel that it's a 4 pt insurance policy. I think it actually saved my flag ship from taking 1 double red dice the whole night. Not sure that completely answers your question but that's my take away.

Any reason to put the Admiral on the less defended Arq? 2 evades would protect him more with Needa.

So I was also at the tourney.. also my first. Here is the Pelta you with Pain II fleet I took which, ironically, does not have a Pelta in this version :)

Played against 2 Imperial fleets and one Rebel fleet. The Imperials were Tarkin on a pair of loaded ISD's (tried the overload pulse/Avenger combo.. never got it to go in my game) and small Rhymerball and then Tarkin on an ISD and a VIC and 13 fighter TIE swarm (fighters, bombers, an advanced, Mauler, Howlrunner). The rebels were Sato on a Gallant Haven, mc30 scout, 2 transport with LukeBiggsWedge, some xwings, a yt-1300 for Biggs, and a Y-wing or two I think.

Went 3-0 and took second place.. we don't know our MOV or total points sadly.

We will be getting some batreps up sometime soon.. no videos and we forgot to take pictures every turn but we'll do something :)

Pelta You with Pain II
Author: durandal343

Faction: Rebel Alliance
Points: 391/400

Commander: General Dodonna

Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Raymus Antilles ( 7 points)
= 69 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- General Dodonna ( 20 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
- Bomber Command Center ( 8 points)
= 55 total ship cost

MC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)
= 67 total ship cost

MC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 72 total ship cost

2 YT-1300s ( 26 points)
2 B-Wing Squadrons ( 28 points)
1 Biggs Darklighter ( 19 points)
1 Ten Numb ( 19 points)
1 Norra Wexley ( 17 points)
1 Jan Ors ( 19 points)

Card view link

Fleet created with Armada Warlords

Edited by durandal343
3 hours ago, Rimsen said:

Any reason to put the Admiral on the less defended Arq? 2 evades would protect him more with Needa.

@Rimsen my only thinking there was to more evenly distribute my points across the fleet. Putting him on the same ship as Needa makes that almost a 90 pt ship. I figure that would tend to paint a big target on that Kitten. The other reason is that with Ozzel his ability seems to be most useful in the early stages of play jumping the Raiders and Glad from speed 1 to speed 3 or 4 to surprise the enemy. While he comes in handy in the later stages he's not critical. So loosing him in round 4 or 5 isn't crippling. But you are right, he would be safer on the double evade ship and I may try that in the future.

On 5/15/2017 at 3:50 PM, SgtDurandal said:

@IronNerd how did your tournament go? Did you end up flying the list you posted above?

The tournament went very well, but I didn't end up flying the Arqs list. Went with a Dodonna vette swarm (with Intel Officers) and came in first place. I plan to do some testing with Arqs at regular game nights to see if I can pilot them well enough to use them for Store Champs.