Rebel Noob, collector wants to play.

By Blood_of_Kings, in Star Wars: Armada Fleet Builds

I do not know the best way to do this but......I have

2 starters +

1 corvette blister 1 nebulon blister 1 liberty 1 home 1 fighter pack 1 transport pack 1 MC 30? The small frigate 1 ghost 1 millenium Falcon 3 Assault frigates

What would you build as a beginner Armada list?

Any help is appreciated. Please no negative comments. Just looking for a starter point.

Thank you

Yavaris...other stuff...

A fairly straightforward list that you could take to a tournament and not feel outclassed (with a bit of practice and preparation of course) but also would feel thematic and fun in your casual games at home would be something like this:

First timer fleet!

Faction: Rebel Alliance
Points: 400/400

Commander: Admiral Ackbar

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
= 86 total ship cost

Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
= 86 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 53 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- Admiral Ackbar ( 38 points)
- Bright Hope ( 2 points)
- Comms Net ( 2 points)
= 60 total ship cost

1 Hera Syndulla ( 28 points)
1 "Dutch" Vander ( 16 points)
1 Han Solo ( 26 points)
1 Wedge Antilles ( 19 points)
2 X-Wing Squadrons ( 26 points)

Pretty pictures here:

http://armadawarlords.hivelabs.solutions/view_list.php?token=109063&key=e3e645e177b2969f0f454556a6d5782b

Some "peek behind the curtain" as to how I got here so you can continue to look at your collection and put things together-

Start at the commander. You always want to build to the strengths of your admiral. Ackbar gives you big dice batteries at long (aka forgiving) range. Since you want to capitolize on that range, all the ships focus on red dice.

Each ship has one defensive upgrade (electronic counter measures, jainas light, bright hope) and one offensive upgrade (gunnery teams, turbolaser reroutes, and coms net to shuttle concentrate fire tokens to your assault frigates).

This means there are no easy targets, and you should be forcing them to run a gauntlet of huge dice fistfuls to get to your smaller ships.

The squadron wing is inspired by your squad choices, since if you went out to get ghost and han you probably want to use them. I was already explaining how hera can be useful when she can give rogue to wedge and dutch so they can come in at the end of the round and use their abilities for big damage. Han gives a lot of flexibility, as he is rogue as well and can pull crazy stunts like rushing into a fight, attacking, activating first at the start of the round, kill the target he was attacking, and run away unscathed.

The 2 xwings match up with the command 2 of the transport, so all you have to do is keep them in range till the turn you need them to move and attack and then flip that squadron command. Since it is command 1, you can shuttle tokens or activate xwings as needed.

Coming in at right around 100pts, its enough of commitment to squadrons to make you a threat, without forcing your ships to rely on constant squad commands, freeing them up to do other things like concentrate fire to add more dice or, probably more important while you are getting comfortable with the game, use navigate after navigate to stay in position.

I would second Broba.... I have run something almost identical to this, it is fun to fly and can be very potent

Good luck and may the force be with you!

cheers

Papasmurf