New Player... Please Halp

By Caboose2900, in Star Wars: Armada

Hey, just got into Armada, and I have a few questions. I am a "retired" X-Wing player, so I am pretty familiar with FFG minis games. I have a pretty good grasp on the rules after reading through the manual and playing a quick basic game. Now though... I need help going forward.

First, what is the standard amount of points for fleet building? I remember seeing 300 in the book somewhere, but I have also seen 400 on here somewhere. Also, max 1/3 of your points can be used on squads, right? But there is no lower limit, correct?

Secondly, I want to play the Empire. Something about space triangles that just does it for me. That being said, what should I buy if I want to play many big space triangles? I really like the look of the Interdictor, Arquitens, Raider, and obviously the ISD. I'll probably end up getting all of them at some point. But for now, I want to just get enough to play. I REALLY like the Interdictor, so if that is a decent ship to build off of, I'd like to go with that. I am not opposed to multiples or other ships either.

Thirdly, I LOVE capital ships, not so much squads. But I understand that I should probably still run some squads. That being said, how viable would it be to run all/mostly Rogue squads? I love bounty hunters, so if that is a possibility, I'd love to go with that. Is Sloane something I'd want to look into in that case?

I appreciate any advice you guys can give me. I can't wait to get into this game more!

300 was for the initial release, 400 is tournament standard now. No minimum on squads, you can go squadless if you so desire. For the other two, look at the fleet build forum for ideas, and http://cannotgetyourshipout.blogspot.com/ for good material on what the various ships do.

Edited by emsgoof
8 minutes ago, Caboose2900 said:

Hey, just got into Armada, and I have a few questions. I am a "retired" X-Wing player, so I am pretty familiar with FFG minis games. I have a pretty good grasp on the rules after reading through the manual and playing a quick basic game. Now though... I need help going forward.

First, what is the standard amount of points for fleet building? I remember seeing 300 in the book somewhere, but I have also seen 400 on here somewhere. Also, max 1/3 of your points can be used on squads, right? But there is no lower limit, correct?

Secondly, I want to play the Empire. Something about space triangles that just does it for me. That being said, what should I buy if I want to play many big space triangles? I really like the look of the Interdictor, Arquitens, Raider, and obviously the ISD. I'll probably end up getting all of them at some point. But for now, I want to just get enough to play. I REALLY like the Interdictor, so if that is a decent ship to build off of, I'd like to go with that. I am not opposed to multiples or other ships either.

Thirdly, I LOVE capital ships, not so much squads. But I understand that I should probably still run some squads. That being said, how viable would it be to run all/mostly Rogue squads? I love bounty hunters, so if that is a possibility, I'd love to go with that. Is Sloane something I'd want to look into in that case?

I appreciate any advice you guys can give me. I can't wait to get into this game more!

To tell the truth you can fly whatever you want. You like bounty hunter, then go bounty hunters, you like swarms of faceless disposable ties? Do that! Just have fun!

Welcome on board:) 300 used to be the standard, been increased to 400. Any ammount spent on squads is legal, given its no more than 134. No squad lists are risky, squadron heavy lists are strong usually, but there are exceptions, as always.

If you want to focus on imps, especally triangles, id suggest you buying 2 cores, 2 of Each squadron packs and gozanti, One of Each other capital ships. With the coming chimaera, youll have 2 isd, they do well in pairs, or Solo isd with squads and gozanties, quasars.

Sadly, im rogues are not as Good as rebels, yt-2400 is a well rounded all porpouse Rogue for them. Aggressor, its Imperial counterpart is just too slow. Also, rogues were a thing of those Times, When Good carriers were not awailable.

Just now, Caboose2900 said:

Hey, just got into Armada, and I have a few questions. I am a "retired" X-Wing player, so I am pretty familiar with FFG minis games. I have a pretty good grasp on the rules after reading through the manual and playing a quick basic game. Now though... I need help going forward.

First, what is the standard amount of points for fleet building? I remember seeing 300 in the book somewhere, but I have also seen 400 on here somewhere. Also, max 1/3 of your points can be used on squads, right? But there is no lower limit, correct?

400pts with objectives is the standard game

Just now, Caboose2900 said:

Secondly, I want to play the Empire. Something about space triangles that just does it for me. That being said, what should I buy if I want to play many big space triangles? I really like the look of the Interdictor, Arquitens, Raider, and obviously the ISD. I'll probably end up getting all of them at some point. But for now, I want to just get enough to play. I REALLY like the Interdictor, so if that is a decent ship to build off of, I'd like to go with that. I am not opposed to multiples or other ships either.

Unfortunately the Interdictor is not a good base to build of initially as it relies on its experimental retrofits (grav wells, grav shift reroute, targeting scramblers) rather than its somewhat muted guns. The ISD is a good base to build from though, so that might be of interest to you. Raiders and Arqs are decent support along with Gozanti.

Just now, Caboose2900 said:

Thirdly, I LOVE capital ships, not so much squads. But I understand that I should probably still run some squads. That being said, how viable would it be to run all/mostly Rogue squads? I love bounty hunters, so if that is a possibility, I'd love to go with that. Is Sloane something I'd want to look into in that case?

It is entirely feasible to run all rogue bounty hunters. Just bear in mind that using them only in the squad phase can let your opponent dictate the squad game. Rogues are often very good at chasing ships though.

Sloane works on non-rogues, so this isnt a good option if you want to run rogues.

Just now, Caboose2900 said:

I appreciate any advice you guys can give me. I can't wait to get into this game more!

I totally misread Sloane...

1st: It was 300/100(sq) on the outset. However, when Wave II hit, they increased it to 400/134(sq). You're right, you're allowed to go squadronless.

2nd: Good!
The Interdictor is currently not performing that well, and I think it's a ship for advanced players. That said, it's quite tanky - so if you like playing tanky, you can do the Interdictor, but it doesn't have much firepower to match.
My advice is (like @Jabby 's): go with the ships that just appeal to you. Go to the Armada Wiki to find out which cards go with which expansions, and do you research to figure out what things do, and which upgrade cards come with which set.

3rd:
I recently flew a squadronless fleet at a tournament. It didn't go that well for me, but I hear it is possible. If you want to go squadronless, you'll want to get Raiders, but even then, the best defense against squadrons is other squadrons. Go with your core-set TIEs, and get a set of 1st Imperial Squadrons for more TIE fighters. The squadron game really isn't so bad, and bringing moar TIE Fighters and TIE Advanced squadrons will help you get the basics down for the squadron game, without having it dominate your play style.

4th:
Where are you? Find other people in your area to play with - learn this game person-to-person.

Edited by Mikael Hasselstein

I would not buy two cores, unless you find a second one dirt cheap somewhere. I would recommend buying a dice pack ASAP; the core just plain doesn't come with enough dice to reasonably play the game.

As to ships:

The ISD is a great starting point because (1) it's an ISD, (2) it can be customized to suit a variety of roles, (3) it's an ISD.

Gozantis are also useful in a wide variety of lists.

The other Imperial ships can all be good, but are more specialized, so maybe play a few games and see what kinds of strategies you like playing before deciding which ones to get.

Regarding squadrons, if you really think that you aren't interested in playing with a large number of them, you can probably get by with just getting one Imperial Squadrons 1 pack. Some players who prefer minimal squadrons use just a couple of Interceptors, a few regular TIEs, or a combination of those, to keep opposing squadrons off of their ships long enough for them to achieve their goals. Some squadron cards that you'd likely want for that are in the Correllian Conflict campaign expansion, so I'd recommend getting that before thinking about a second squadron pack (there are also obstacles and objectives in Correllian Conflict that you'll likely want anyway).

1 hour ago, Helias de Nappo said:

I would not buy two cores, unless you find a second one dirt cheap somewhere. I would recommend buying a dice pack ASAP; the core just plain doesn't come with enough dice to reasonably play the game.

A second maneuver tool is handy as well, but make it shorter, instead of four sections, do two. It's handy when you're getting into a scrum and need to move someone out of it.

In addition to the aforementioned ISD, the Imperial Light Cruiser is a good second pick: you don't need any cards for the Arquitens that aren't included (Dual Turbolaser Turrets only is an acceptable loadout), and it comes with Jerjerrod for the commander, who is very beginner-friendly, very powerful, and works with everything. (Picking up 1-2 squadrons one packs adds a lot of variety to what you can field for fighters, too.) There's no real "wrong" purchase, though. Anything can be flown successfully.

Some online fleet builders:

http://armada.ryankingston.com/

http://armadawarlords.hivelabs.solutions/

13 hours ago, Caboose2900 said:

Hey, just got into Armada, and I have a few questions.

Welcome! Lots of good advice here already, from people more qualified to give Imperial advice than me. However:

13 hours ago, Coldhands said:

id suggest you buying 2 cores

No, no, no, unless you find just an outrageous deal on it (like... $30). There is nothing in the core that you need multiple of that isn't better to buy somewhere else. If you want to fly 2 VSDs, you should buy a VSD expansion pack because there are numerous useful upgrades in there that you won't get anywhere else. Motti, Flight Controllers, and 2/3 VSD titles are all unique to that expansion. Beyond the VSD, the only other things you'll want multiples of in there are a maneuver tool and dice, both of which are available separately for pretty cheap (like $18 total).

The only things in the core that aren't available elsewhere are objective cards, Leia (unique), Wulff (unique), Dodonna (unique), Tarkin (unique), one unique title for each of the three ships, and the damage deck.

So the only real reason you'd want a second core would be if you're supplying all of the materials for you and a friend to play competitively, because then you'll both need a damage deck. If you're just playing casually, it's perfectly acceptable to share a damage deck.

Buying 2 cores is alright, but not straight off the bat.

Absolutely no go on the 2 cores. This is not Xwing. ONE CORE ONLY.

Then again here I am contemplating my 3rd ISD (Chimaera) a 4th gladiator and a 3rd raider. All things I really don't need.

1 hour ago, Blail Blerg said:

my 3rd ISD (Chimaera)

You need it if you want the refits and Pryce...

On 12/23/2017 at 8:24 AM, Caboose2900 said:

Hey, just got into Armada, and I have a few questions. I am a "retired" X-Wing player, so I am pretty familiar with FFG minis games. I have a pretty good grasp on the rules after reading through the manual and playing a quick basic game. Now though... I need help going forward.

First, what is the standard amount of points for fleet building? I remember seeing 300 in the book somewhere, but I have also seen 400 on here somewhere. Also, max 1/3 of your points can be used on squads, right? But there is no lower limit, correct?

Secondly, I want to play the Empire. Something about space triangles that just does it for me. That being said, what should I buy if I want to play many big space triangles? I really like the look of the Interdictor, Arquitens, Raider, and obviously the ISD. I'll probably end up getting all of them at some point. But for now, I want to just get enough to play. I REALLY like the Interdictor, so if that is a decent ship to build off of, I'd like to go with that. I am not opposed to multiples or other ships either.

Thirdly, I LOVE capital ships, not so much squads. But I understand that I should probably still run some squads. That being said, how viable would it be to run all/mostly Rogue squads? I love bounty hunters, so if that is a possibility, I'd love to go with that. Is Sloane something I'd want to look into in that case?

I appreciate any advice you guys can give me. I can't wait to get into this game more!

Welcome to the glorious Imperial Navy!

Already seen a lot of good advice, but here's my take:

As was said above, 400pts is now standard, and up to 134 (1/3) can be squads.

If you like angry triangles, buy an ISD and an Arquitens. The ISD is just as bad a** as you think it is, once you learn how to use it, and the Arquitens comes with some great upgrades that can make your VSD from the core set more fun to play.

If you're not particularly in to large numbers of squads, don't run Sloane. Sloane is designed for large swarms of TIEs without Rogue. I'd recommend Moff Jerjerrod (from the Arquitens pack) as a good starter commander.

Do get Fighter Squadrons 1 while you're buying stuff, because you'll need Interceptors and TIE Advanceds at some point in your life, even if you don't run lots of fighters.

Hope this helps!

Yeah Jerry would make a good starter commander. He makes up for how little you believe us when we say that nav is king.