Wow lots of new players. Guess Im not the only one looking for advise.

By BCvalor, in Star Wars: Armada Fleet Builds

Hi guys,

I am a previous X-wing player, but after looking at Armada, I feel like this might be more my style. Plus with my second favorite star wars character soon to be added (Thrawn), It looks like a great time to jump into Armada.

Here is my question: I want to play thrawn when he comes out, but what would go with him? I was thinking of adding Yularin to the Chimaera to allow double taps to thrawn. I also thought about getting the Gladiator as a flanker, and Tie Defenders as fighter support, and possibly an interdicter. Any thoughts?

Also, my little brother wants to play too but both of us want to play imps. Good purchase options to cheaply build two imp fleets?

Thanks in advance!

Thrawn is not am exhaust effect, so Yularen won't do anything.

Thrawn generally good with ships that want to do more things at once. I say an ISD an Arquittens and a Gladiator is formidable, all navigating with Thrawn, while giving Conc. Fire (Kitten and GSD) and Squadron (ISD) commands. Add a Gozanti, some fighters and you have a decent fleet.

For building both Imperials, I don't think it can be cheap... I'd would buy ISD for both of you, Gozantis and Imp-I fighter packs also then anything else to support them you find appealing.

Welcome Admiral and Good Hunting!

Edited by Rimsen

Raiders and light cruiser arquitens are nice to have too. Flotillas, I'd suggest buying two for each of you.

What exactly do the flotillas do? As fragile as they are with little attack? I mean I get that they are support, but I hardly see much support roles in X-wing, so Im surprised to hear so many recommendations for them.

2 hours ago, BCvalor said:

What exactly do the flotillas do? As fragile as they are with little attack? I mean I get that they are support, but I hardly see much support roles in X-wing, so Im surprised to hear so many recommendations for them.

ISD cost too much points, which rebels can fill with 3 ships... So you'll be at a tremendous disadvantage (if you don't have the means to anwser that). Gozantis are cheap, can help you delaying the activation of the main damage source (ISD). They can command squadrons, support them, feed tokens to your big ships, or repair them. Raider is popular for the same reason. Cheap activation, hits realitvely hard (though hard to position it right) and can contribute to the squadron game by flakking.

10 hours ago, BCvalor said:

What exactly do the flotillas do? As fragile as they are with little attack? I mean I get that they are support, but I hardly see much support roles in X-wing, so Im surprised to hear so many recommendations for them.

@Tokra uses 5 imperial flotillas, 1 Gladiator with Demolisher, and a blob of squadrons. He flies it very well, and he got into the top 4 of the Euros nationals with it.

If you are using bombers, for me, a flotilla with Bomber Command Center is a must. I also always want to have at least 1 comms net flotilla. Whenever I run an all ships list, I want to bring slicer tools/ Comms net flotillas with me. They help a lot.

16 hours ago, BCvalor said:

What exactly do the flotillas do? As fragile as they are with little attack? I mean I get that they are support, but I hardly see much support roles in X-wing, so Im surprised to hear so many recommendations for them.

There are several ways to use the Flottilas.

  • They are cheap. So you can use these to "buy" ship activations (this is a tactical decision, and not really easy to understand for someone who just started to play). This alone can fill a whole thread. Just this one. Sometimes a big number of ships is useful for a tactic. And you can buy these ships with the Flotillas.
  • Flotillas have, with their squadron value of 2, the cheapest way to activate squadrons. If you have a heavy Squadron list, they are good for these kind of lists.
  • Only the Flotilla has the Fleet Support slot. And these are really good, for specific fleets. The Comms Net and Bomber Command Center are really strong. And even a Slicer Tool can be useful at the right time.
  • For a few missions these Flotilla are a good pick as objective ship. If you are playing Most Wanted you want a cheap ship as the target. And these Flotilla deny the opponent the points, because they can only get 18 or 23 from it.
  • A Flotilla might look fragile. But the Scatter is a really strong defense token. It can negate a full attack and this means no damage. This is the same as an evade that can negate all dice and work on all ranges.
    On long range the opponent will need really a lot of red dice or a special setup to deal any damage to it. And there are even some ships that can do nearly nothing against the scatter. A black die cannot roll an accuracy. So, for example, a demolisher (Gladiator) will have some big problems to deal any damage to a flotilla.
On 9/10/2017 at 2:13 PM, Tokra said:

A Flotilla might look fragile. But the Scatter is a really strong defense token. It can negate a full attack and this means no damage. This is the same as an evade that can negate all dice and work on all ranges.
On long range the opponent will need really a lot of red dice or a special setup to deal any damage to it. And there are even some ships that can do nearly nothing against the scatter. A black die cannot roll an accuracy. So, for example, a demolisher (Gladiator) will have some big problems to deal any damage to a flotilla.

So are flotillas the only way to get scatter? and that sounds like a good way to keep a cannon like an ISD safe.

On 9/10/2017 at 2:13 PM, Tokra said:

They are cheap. So you can use these to "buy" ship activations (this is a tactical decision, and not really easy to understand for someone who just started to play). This alone can fill a whole thread. Just this one. Sometimes a big number of ships is useful for a tactic. And you can buy these ships with the Flotillas.

What is a good source to read on the subject of "buying" activations?

On 9/9/2017 at 11:47 PM, Rimsen said:

ISD cost too much points, which rebels can fill with 3 ships... So you'll be at a tremendous disadvantage (if you don't have the means to anwser that). Gozantis are cheap, can help you delaying the activation of the main damage source (ISD). They can command squadrons, support them, feed tokens to your big ships, or repair them. Raider is popular for the same reason. Cheap activation, hits realitvely hard (though hard to position it right) and can contribute to the squadron game by flakking.

Seems like fighters are a big deal. Lots of sources say to delay investing in squadrons till later. Do you agree?

5 hours ago, BCvalor said:

Seems like fighters are a big deal. Lots of sources say to delay investing in squadrons till later. Do you agree?

Squadron games is tricky, but as much as I love warships, you can't defend them effectively from bombers by just flakking. You need at least a minimal fighter screem, not to beat them, but delay them for 1-2 rounds. It can be the difference between a lost Star Destroyer or a damaged one.

Rebels are a bit easier, since they are more well rounded, but 6 TIE fighters can be very effective, and gives you 3 deployment for only 48 points.

5 hours ago, BCvalor said:

So are flotillas the only way to get scatter? and that sounds like a good way to keep a cannon like an ISD safe.

What is a good source to read on the subject of "buying" activations?

I didn't find any good source. But i can (maybe) explain it in a few short sentenses:

First tactic:

One fleet tactic is to have the last activation in one turn and the first activation in the next turn. This way you can use a ship that can deal a lot of damage as last activation to bring it in position (even to attack with two arcs) and activate it as first ship in the next turn. This way you can bring a ship into firing range and have a free attack in the following turn with no way for the opponent to react. And might even be able to get out of the firing arc of the opponent, so he cannot fire back this way.

But if you want to abuse this, you need at least 7 ship activations. 6 might work but to be sure you need 7. And on top of this you will need a good ini bid (use a low fleet total) because you have to be first player. A bid of 20+ points it not unusal for this lists (using 380 points instead of 400).
These Fleets used normaly a small ship for this (Gladiator with Demolisher titel or MC30). With lots of upgrades to increase the damage (really common these days is Avenger + Boarding Troopers). And other small ships to fill up the activations.
But these small ships were replaced by big ships in a few lists. MC80 Liberty Battle or ISD were used for this. But to keep these 7 activations and the high ini bid, that you need, you will have to fill up the fleet with flotillas. Small ships are to expensive for it. And this is why you might see some lists with 1 MC80 Battle Cruiser and 6 Transports that are around 380 points. Or one ISD with 4-5 Gozanti and maybe another combat ship. Imperials fleets have more problems to get the 7 activations, because the Gozanti is more expensive than the Transport. This means the rebels have it easier to get the 7 activations.

Second tactics:

If you have more activations, you can buy yourself some time untill you have to activate the important ships. This gives you more options and targets to choose. And maybe some opponents have to fly already into your range, so you can attack them. If you have only a fleet of 2 ships, you have to activate these really early and your opponent can react to this move, and try to get out of the way (avoide the front from an ISD). But if you have a few flotilla, and can buy yourself some time, you might be able to react to some movement and get your ships back on a target.
The main intention of this is not to have the last and first but to have some options and targets. And not stand there without being able to attack anything at all.

What @Tokra explained.

The 'ideal' list combines his 1st and 2nd tactics - it has enough activations to go last/first* if it gets the opportunity, and also have the activations to stall activation 1-2 key ships** in your fleet.

* another important thing to consider is that you don't always have to LITERALLY go LAST/first as 1st player. It's enough that you move a ship to close with the enemy AFTER he's activated the main threats to your activation. So it's quite possible for a 5-activation 1xISD+4xGoz fleet to get last/first - sort of - against an enemy fleet with 5 (or even 6, but that's much more difficult) activations. You do this by pressuring his ships to activate in a - for you - opportune order. In such a 1xISD+4xGoz ist this will typically be done using squadrons - my Maarekdon eats your ship if you don't move it NOW, even though you'd rather have it unactivated to threaten. Other fleets can do similar things by threatening with Demolisher, multiple forking MC30s etc, but the idea is the same. Force your opponent to activate in a set order, so he cannot effectively threaten the area you want to move into. I hope that was not too confusing - kind of hard to explain without images.

** using the same 1xISD+4xGoz fleet as an example. The longer you can delay activating, the better. Not only can you get to shoot at things that glide into range THIS round, but you get a better position for NEXT round. Plus, the threat of having 5-6 Sloane-powered squads thrown at them, means the opponent cannot take advantage of early squadron activation during the round. Again just one example. Another is a multi-MC30 list, using activation padding to force the opponent to move into black range of unactivated MC30s.

All of the above is made possible through "activation padding", using flotillas.

Edited by Green Knight
12 hours ago, BCvalor said:

What is a good source to read on the subject of "buying" activations?

I hope he appreciates the shameless plug! :P @Snipafist. But the Cannot Get Your Ship Out Blog is a fantastic collection of Armada knowledge and wealth. http://cannotgetyourshipout.blogspot.com/

1 hour ago, n00bzilla99 said:

I hope he appreciates the shameless plug! :P @Snipafist. But the Cannot Get Your Ship Out Blog is a fantastic collection of Armada knowledge and wealth. http://cannotgetyourshipout.blogspot.com/

Thanks!

I've definitely got some experience with the MSU archetype, but it's just one of many competitive archetypes in the game - I wish to make that clear to anyone who is new that it's not the only competitive way to play. @Tokra and @Green Knight pretty much covered the basics already. @geek19 and I have some articles planned on how to deal with common problem fleets and the one on handling swarm/MSU fleets is on my plate because I know what I hate having to deal with when I'm running MSU.

And yes, my recommendation for newer folks is to check out the blog. There's a lot of information there. Check out the Welcome/Armada 101 and Armada Basics tabs for starters and then just kind of explore from there.

That's what I like most about Armada. There are plenty of Fleet Archetypes that are competitive and work well!

1 hour ago, Snipafist said:

Thanks!

I've definitely got some experience with the MSU archetype, but it's just one of many competitive archetypes in the game - I wish to make that clear to anyone who is new that it's not the only competitive way to play. @Tokra and @Green Knight pretty much covered the basics already. @geek19 and I have some articles planned on how to deal with common problem fleets and the one on handling swarm/MSU fleets is on my plate because I know what I hate having to deal with when I'm running MSU.

And yes, my recommendation for newer folks is to check out the blog. There's a lot of information there. Check out the Welcome/Armada 101 and Armada Basics tabs for starters and then just kind of explore from there.

Multiple activations definitely isn't the only way to play.

But I think it's inevitable that all players, as their understanding of the game deepens, begins to appreciate the value of activations - and the limitations. If you fail to grasp these things you won't get good at armada (you don't have to play multiple activations, just understand them).

40 minutes ago, Green Knight said:

Multiple activations definitely isn't the only way to play.

But I think it's inevitable that all players, as their understanding of the game deepens, begins to appreciate the value of activations - and the limitations. If you fail to grasp these things you won't get good at armada (you don't have to play multiple activations, just understand them).

Agreed. You won't be able to play a lower-activation fleet well against a higher-activation fleet until you understand how it functions and what it's trying to do.

26 minutes ago, Snipafist said:

Agreed. You won't be able to play a lower-activation fleet well against a higher-activation fleet until you understand how it functions and what it's trying to do.

So everybody get Screed, load up two Glads, then pad with Raidens n Gozanti...gogogo!!!

Just now, Green Knight said:

So everybody get Screed, load up two Glads, then pad with Raidens n Gozanti...gogogo!!!

Ozzel would be my recommendation, but otherwise that's pretty much it, yep.

1 minute ago, Green Knight said:

So everybody get Screed, load up two Glads, then pad with Raidens n Gozanti...gogogo!!!

Just now, Snipafist said:

Ozzel would be my recommendation, but otherwise that's pretty much it, yep.

Screed with Expanded Launchers on everything or GTFO.

14 minutes ago, BrobaFett said:

Screed with Expanded Launchers on everything or GTFO.

@Roquax did that to me. Long ago, maybe wave 2, when I was a youngling. I still have nightmares.

15 hours ago, Rimsen said:

Squadron games is tricky, but as much as I love warships, you can't defend them effectively from bombers by just flakking. You need at least a minimal fighter screem, not to beat them, but delay them for 1-2 rounds. It can be the difference between a lost Star Destroyer or a damaged one.

Rebels are a bit easier, since they are more well rounded, but 6 TIE fighters can be very effective, and gives you 3 deployment for only 48 points.

I can kill all those TIEs in one turn with Ten Numb.

13 hours ago, anonymousguy said:

I can kill all those TIEs in one turn with Ten Numb.

With Adar and Yavaris and Toryn, well yes, within the real of possibility.

If he clumps up in a manner that lets you do this combo.

If which case they absolutely deserve it.

13 hours ago, anonymousguy said:

I can kill all those TIEs in one turn with Ten Numb.

If he let you do this, he does not deserve anything else. If he gives you a clear shot (3 shots even) with Ten on all 6 TIE Fighter, the opponent was to stupid.