Beginner lists to play tomorrow

By spamdex, in Star Wars: Armada Fleet Builds

So i have 2 lists that i will be playing tomorrow . It will be both of our first games.

I have watched loads of batreps on YouTube and read the rules a few times so i think i understand most of the game.

Is there anything you would change in this list to make it more enjoyable for a firat game or is it ok as is?

I will be playing rebels

Faction: Rebel Alliance

Points: 398/400

Commander: Mon Mothma

[ flagship ] Assault Frigate Mark II A (81 points)

- Mon Mothma ( 30 points)

- Paragon ( 5 points)

- Raymus Antilles ( 7 points)

- Gunnery Team ( 7 points)

- Enhanced Armament ( 10 points)

= 140 total ship cost

Nebulon-B Escort Frigate (57 points)

- Redemption ( 8 points)

- Adar Tallon ( 10 points)

= 75 total ship cost

CR90 Corvette A (44 points)

- Electronic Countermeasures ( 7 points)

- H9 Turbolasers ( 8 points)

= 59 total ship cost

CR90 Corvette A (44 points)

- Electronic Countermeasures ( 7 points)

- H9 Turbolasers ( 8 points)

= 59 total ship cost

3 X-Wing Squadrons ( 39 points)

1 Han Solo ( 26 points)

And the imperial list

Darth vader

Faction: Galactic Empire

Points: 400/400

Commander: Darthh vader

[ flagship ] Imperial II-Class Star Destroyer (120 points)

- Darth Vader ( 36 points)

- Devastator ( 10 points)

- Wulff Yularen ( 7 points)

- Gunnery Team ( 7 points)

- Advanced Projectors ( 6 points)

- XX-9 Turbolasers ( 5 points)

- Leading Shots ( 4 points)

= 195 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Demolisher ( 10 points)

- Expanded Launchers ( 13 points)

= 79 total ship cost

Arquitens-class Command Cruiser (59 points)

- Hand of Justice ( 4 points)

- Reinforced Blast Doors ( 5 points)

- Enhanced Armament ( 10 points)

= 78 total ship cost

1 "Howlrunner" ( 16 points)

4 TIE Fighter Squadrons ( 32 points)

My advice would be to keep it really simple for your first games. There's a lot to think about with this game and it takes a while to get a feel for the ship movement and remember the basic rules. One thing that i still often do is forget to use upgrades that I've got equipped.

My recommendation would be to play the learn to play games as written, from both sides, as your first intro.

However, if you're dead set on playing a 400 point game for your first foray into Armada, I'd recommend stripping the ships back to either naked or just one crucial upgrade that really enhances the strengths of the ship (Turbolaser Reroute Cirtuits on a CR-90 for example). I've tried teaching a full game to someone who had played before but made the misate of including too many synergistic upgrades and it really seemed to suck the fun out for him.

Just flying round the big ships and trying to gun each other down is enough to get the bug. If you don't have enough models to play at your preferred points then just reduce the points to 300, or less. The central mechanics of the game are really fun and that's what gets people hooked. All the interactions between upgrades comes later.

Edited by ManInTheBox

I agree, I think the rules are complex enough the first time without any upgrades.

Also I think it might be tough for the rebels to take the ISD. That's a big huddle to get over, even when you do know the game. And I don't recommend the Demolisher title up front, as it changes one of the most fundamental parts of the game. Save that for once you both have a little more experience.

Keep it simple, you want this to be enjoyable for you and your friends so that you both get addicted and play many more games in the future!

Yes, keep it simple.

For the rebel list critique, Mothma doesn't exactly like Assault Frigates or Nebulons, as they only have one evade. She likes MC30s, CR90s, and GR75s( they only have one evade but they also have a scatter.) If you don't have enough game components, save up for those expansions!