New Guy

By burning666, in Star Wars: Armada Fleet Builds

Hi Guys,

Hope i`m posting in right forum.

I started playing Armada and X-Wing a month ago and i love it.

With Armada my faction is Imperials and i need a little guidance as i got thrashed in my first few games.

I have 1 of each expansion , what should i be using ?

If i need more expansions what should i get ?

Thanks for any replies.

As a beginner, I think it's better you don't try to overcomplicate your ships by filling them with cards, I'll leave the rest to the actual good players :)

One of each expansion! Wow! You have drunk the kool aid!

Its hard to say a specific list build. As the possibilities are endless. If just browse this forum to look at different builds, find one that you like or looks interesting, and try to build something close.

Also don't worry if you don't win many of your first games. I think most people don't. (I certainty am still in lose more than I win stage). But each game you learn a little more, and what parts of the game and ships you enjoy most and what tactics to use.

I really like my ISD and the Assault Carriers , is this a build that can work ?

Use named squadrons whenever possible, since they can deal and take more damage than the average squadrons.

^Here is a link to the Euro finals, the winner was an ISD and 4 gozantis. So yes, it is definitely a very viable list. You need 4 gozantis though, and that is a little prohibitive for most. I like an ISD, a Gladiator, and two gozantis plus some squadrons, that's pretty fun to play.

Awesome , all the replies are really appreciated.

Welcome to the game! I agree with most of the suggestions above, primarily the one about keeping your ships upgrade light.

Of course, there is the exception to every rule. I would suggest as a fledgling Imp player the first ship you decorate with lots of fancy cards is the Gladiator II. It is an incredibly flexible ship that pairs perfectly with Jonus from your Imperial Squads II pack.

If you are looking for a solid out the gate starter fleet that let's you get comfortable with what the Imperials do best while also not leaving you wondering, "Am I this bad, or am I just bad at making a fleet." Would be something like this-

Intro Imperial

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Motti

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

Imperial I-Class Star Destroyer (110 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
= 120 total ship cost

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Minister Tua ( 2 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 91 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
= 48 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Motti ( 24 points)
- Comms Net ( 2 points)
= 49 total ship cost

1 Zertik Strom ( 15 points)
1 Captain Jonus ( 16 points)
1 Maarek Steele ( 21 points)
1 TIE Defender Squadron ( 16 points)
1 JumpMaster 5000 ( 12 points)
1 Gamma Squadron ( 10 points)

BrobaFett thanks for the build will try at the weekend.

Is it also possible to run multiple Gladiators and Squadrons only ?

3 hours ago, burning666 said:

BrobaFett thanks for the build will try at the weekend.

Is it also possible to run multiple Gladiators and Squadrons only ?

Yes but you may want to have more rogue ships like aggressors and firesprays to minimize reliance on squadron commands leaving your glads free to use the navigate commands

Last question for now guys.

I`ve heard lots of people talking about a Rhymer Ball what is it ?

Rhymer Ball just means a whole bunch of squadrons whose purpose centers around rhymers ability. It usually includes lots of bombers with some squadrons with the escort and intel was well.

There is also the Fireball = Rhymer Firesprays and the Biggsball = Lots of escort fighters using Biggs ability.

There is a sticky topic in the main forum that has a helpful glossary of all the lingo and acronyms that are tossed around here. You'll get the swing of it in no time if you stick around for awhile.

Rhymer is a great character to give your bombers plenty of choices to where they like to go and what they like to attack. You just need to be careful to not to pour too many points into bombers or the opponent will just stop you with fighter focus.

If you want to go carrier heavy then you should roughly go 1/3 on good ship offence and 2/3 anti-fighter. You need to protect those bombers and beat the opponents fighter screen.

If you are not going fighter heavy you still need a decent amount of fighters to defend against your opponents fighters, especially if you play against mostly Rebel forces since pretty much every rebel squadron is either a decent or excellent bomber.

The game are centered quite allot on squadrons which also happens to reflect Star Wars in general, large capital ships were vulnerable to small star fighters and needed fighter escorts to protect them. In a 400p you need at least around 80-130p in squadrons or it will be difficult against someone that use allot of them. If that is not the case generally where you play then you can get by with less but having more will give you an advantage anyway in that case.

As for ships and if you have one of each I would consider ISD I, Arquiten Light Cruiser, Raider I and a Gozanti with light upgrades. Look at about 10% upgrades at first and rarely go above 15% total upgrades. Take whatever Admiral that synergies best with the overall theme of your fleet. Then go about 33% bomber- and 67% fighter focus. Don't forget that squadrons with Intel and Strategic is important.

Edited by jorgen_cab
13 minutes ago, jorgen_cab said:

As for ships and if you have one of each I would consider ISD I, Arquiten Light Cruiser, Raider I and a Gozanti with light upgrades. Look at about 10% upgrades at first and rarely go above 15% total upgrades. Take whatever Admiral that synergies best with the overall theme of your fleet.

Just a note on ship variants for new players- Black dice ships are super strong offensively, but also a lot more liable- no defensive retrofits (on the ISD) and raiders like to splode when you aren't super dialed in maneuver skills.

I typically invest in the more expensive red/blue dice variants for new players because the threat range- and thus the margin error they give for maneuvers, is much larger.