Best teaching fleets

By Tiberius the Killer, in Star Wars: Armada Fleet Builds

I would like to introduce Armada to a few of my friends, but I feel like the learning scenario in the book is just a little too bland. Last time I used it, my friend wanted to play imperials said it was a little boring because of how little the Victory could move.

So, without using upgrades at all, I would like to make a more fun intro game. Preferably with some cool and recognizable ships and squadrons. I also paint all my squads and besides wanting to show them off, I think my friends will legitimately enjoy tiny painted star fighters.

I have at least one of everything through wave 3, plus the Imperial and Rebel squad 2, and the CC. I don't have a set point limit in mind, but probably only 2 or 3 ships, and 5 or 6 squadrons.

Any thoughts? Thanks!

I would definitely make sure there are even activations and even deployments, otherwise it might be frustrating for a new player.

I did 2 ugrades-free (and named-free as well) 400pts fleets just to see where it went. there is certainly no equilibrium in it, but it may be intersting for presenting little ships and squadrons to new players

objectives were not very much though out as it was a concept to try. There is certainly muc better ones

Faction: Rebel Alliance
Points: 394/400

Commander: Custom Commander

Assault Objective: Targeting Beacons
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

Assault Frigate Mark II A (81 points)
= 81 total ship cost

Assault Frigate Mark II A (81 points)
= 81 total ship cost

[ flagship ] Assault Frigate Mark II B (72 points)
- Custom Commander ( 0 points)
= 72 total ship cost

CR90 Corvette B (39 points)
= 39 total ship cost

2 HWK-290s ( 24 points)
1 VCX-100 Freighters ( 15 points)
2 X-Wing Squadrons ( 26 points)
1 A-Wing Squadrons ( 11 points)
3 Lancer-class Pursuit Crafts ( 45 points)

a speed fleet, with as much secs in squadrons as I could put, with Rogue if possible

Faction: Galactic Empire
Points: 399/400

Commander: Custom Commander

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Intel Sweep

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Custom Commander ( 0 points)
= 120 total ship cost

Victory II-Class Star destroyer ( 85 points)
= 85 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

Arquitens-class Light Cruiser (54 points)
= 54 total ship cost

1 Aggressor Assault Fighter ( 16 points)
1 Firespray-31 ( 18 points)
1 Lamda-class Shuttle ( 15 points)
2 TIE Interceptor Squadrons ( 22 points)
2 TIE advanced Squadrons ( 24 points)
1 VT-49 Decimator ( 22 points)

a heavy hitter, with a backup, a light cruiser to shoo small targets and some squadrons

I've had some success with each player having two activations, one large, one medium ship, each player was allowed to take an admiral, a title and one other upgrade card. Also three vanilla squadrons each.

Both tutorial games were:

VSD, Glad, 3x TF, and AF2, Neb B, 3x X-Wings.

The Rebel player had a beat up AF2 left when the Imperial player flew his Glad off the board during round 6. Couldve been anyones game otherwise.