New to Armada

By zWarhawk, in Star Wars: Armada Fleet Builds

So I am just starting out playing just picked up the starter set, a set of rebel fighter squadrons, and the Home One expansion. So I know I don't have much in the way of upgrades and what not, but building off of what I do have currently this is what I am at currently for a list. I am wiling and looking for any and all info/suggestions on what to get next and what to change out. So here is what I got with my limited knowledge of the game.

Faction: Rebels

Points:393/400

Commander: Admiral Ackbar

Objectives: Unknown ATT

MC80 Command Cruiser

-Home One

-Overload Pulse

-Enhanced Armament

-Weapons Liaison

Nebulon-B Escort Frigate

CR90 Corvette-B

-SW-7 Ion Batteries

-Engineering Team

Squadrons

-Wedge Antilles

-Luke Skywalker

-2x X-wing

-2x A-wing

-2x B-wing

Ackbar good with broadside fleets. MC80 is good for this and the CR90 is ok but a CR90A would be better for long range pot shots. Nebulons aren't great with Ackbar and he is expensive so I would go back to Dodonna for now until you buy an AFII or MC30 to use with Ackbar.

MC80 is good. Boosted comms is a great upgrade for it as it is your main carrier and it isn't too fast. Overload pulse is a bit of a disappointment as it happens after the enemy spend their defence tokens and any defender seeing it in your fleet will spend defence tokens as much as they can knowing they would turn red anyway. It could work if you had a second big hitter but the Neb and CR90 aren't big enough to truly benefit. Drop OL pulse for Defiance. Enhanced armament is a bit expensive so look at XX9s with Dodonna as you commander.

Nebs are good. Without the Nebulon expansion you can't go for Salvation or Yavaris which both make the Neb truly excellent.

CR90: If you take Ackbar then a CR90A is better. CR90B with SW7 or with Dodonna's pride (in a Dodonna list). Engineering team can go as you shouldn't be engineering with such a small ship. If you really fancy using Overload Pulse put it on a CR90B activating it early in a turn to hamper enemy defence tokens, then hit the same victim with the MC80.

Fighters are fine. Wedge and Dutch work well together with Dutch turning enemies off and wedge hitting them with 6 dice. You may find the B-Wings a little slow. People usually add Fighter Coordination team to the Neb or MC80 to help shuffle them into play but without these possibly Independence could be with it. I used to take it but used 4 B-Wings, 2 B-wings probably aren't enough for the 8 points and the loss of Defiance to fit it in. You can use B-wings without Independence or FCTs. for example start the game at slow speed to let the B-wings get in front, delaying combat until turn 3-4.

Oh yes and for objectives what about

Advanced Gunnery
Contested Outpost
Dangerous Territory

Right now, play what you have and get a good feel for the game, pay attention to what you like to do. Do you like big ships and their fire-power? Are you more into squads, and maximizing their abilities? How about those quirky smaller ships like the Corvette and Neb-B?

Once you have a handle on it look into the expansions and see what you want to try next. Also - have a budget in mind and stick to it! It can get very pricey very quickly.

@Mad CatThanks for that insight. definitely changed a few things up and will keep in mind some of the recommendations for future purchases and what to get next.

@eliteone I am definitely one to work on playing with what I have now and expanding as needed. Price wise this isn't all that bad as I also do some of the quite more expensive tabletop hobbies. So its really just setting up a list of what to start looking at and getting next and will most likely start to build an imperial fleet so that I can drag friends in and then have choices not only for me but for them as well.

This is what I am looking at now with what I have. Feel like it is better overall than what I had before. Will hopefully get some games in this coming weekend.

Faction: Rebels

Points:392/400

Commander: General Dodonna

Objectives: Advanced Gunnery, Contested Outpost, Dangerous Territory

MC80 Command Cruiser

-Defiance

-Engineering Team

-Boosted Comms

-Enhanced Armament

-Weapons Liaison

Nebulon-B Escort Frigate

-Slaved Turrets

CR90 Corvette-B

-Dodonna's Pride

-Overload Pulse

Squadrons

-Wedge Antilles

-"Dutch" Vander

-Luke Skywalker

-2x X-wing

-2x A-wing

-2x Y-wing

Looking good.

Take Dodonna's Pride or Overload Pulse since the CR90 can only activate one crit in a volley.

You can also get rid of Engineering Team as your MC80 will usually be squadroning. ECM on the MC80 would be best to keep your brace available if hit by a large volley.

With the saved points look to upgrade a fighter to an ace such as A-wing to Tycho.