New player with small ship list looking for advice.

By Dwarf King, in Star Wars: Armada Fleet Builds

Hello All,

I recently received Armada, and the rouges and villains fighter pack, and have picked up an additional CR90, and an assault frigate. I have been reading a lot about the game and trying to watch videos (shout out to the Can Not Get Your Ship Out guys, that has been a great resource), and this is what I think would be the best list with what I have.

My local game store has CR90's, and VSDs, and the CR90's were on sale, and then the Barn's and Noble near me only had an assault frigate. SO my first fleet is going to be rebels!

There doesn't appear to be much of a community in my area, but there is a tournament next month in a town about an hour away. So I would like to take what I have and go get my face rolled a few times, see what I can learn, and have some fun. I will try and take this list on Vassle a couple of times to see how to plays and learn to navigate a bit better, other than that most games will be played against one or two of my friends with the core set, and whatever else I pick up on the way. My next purchase will most likely be the rebel fighter packs when I can find them, but not planing on finding those any time soon.

Any advice you could give to make this list a little better with what I have would be greatly appreciated. I haven't purchased them yet, but from what I have gathered some Turbolaser reroute circuits will be a good addition so I have added them to the list. I am debating if Dash Rendar would be a better add than Han Solo, or remove an X-wing and some upgrades to make room for Dash. My thought there being one more rogue fighter might be a good move if I end up in a situation where I really need a nav or engineering command over a squad command.

I don't know enough about objectives yet to say there is a whole lot of thought behind them, I feel contested outpost is probably a mistake, but it seems the most straight forward (i.e. noob friendly).

My flight plan would be to deploy the two CR90's on the edge of one side of the board, and then the Assault Frigate, Nebulon-B and fighters just off center on the other side of the board. I would plan on useing the CR90's to shoot at long range/harass, and then see what I can do with the two big(er) ships and the fighters.

Thank you again for taking the time to look at this, I really appreciate it.

Faction: Rebel Alliance
Points: 397/400

Commander: Mon Mothma

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

[ flagship ] Assault Frigate Mark II B (72 points)
- Mon Mothma ( 30 points)
- Gallant Haven ( 8 points)
- Raymus Antilles ( 7 points)
- Electronic Countermeasures ( 7 points)
= 124 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 53 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

Nebulon-B Escort Frigate (57 points)
- H9 Turbolasers ( 8 points)
= 65 total ship cost

1 Luke Skywalker ( 20 points)
3 X-Wing Squadrons ( 39 points)
1 Jan Ors ( 19 points)
1 Han Solo ( 26 points)

Mon Mothma is great with CR90s and MC30s. She is reasonable with AFIIs and Nebs but I would go with Dodonna with your ship mix to save points.

Drop H9s for the Yavaris title and a Veteran captain or move Raymus here. Flight controllers and boosted comms would be nice on the AF but if you can't get the cards then gunnery teams or Adar Tallon or put a scrug in there to double tap ships into scrap.

Not having a neb expansion means no yavaris.

That said, at the moment Rebels rely really heavily on their gr75 transports.

Any expansion you can pick up opens good avenues tho, mc30s open up the best mothma ship, neb bs open up the yavaris title which is key for bombers, mc80 home one opens up ackbar which is good for frigates and cr90s, liberty opens up madine which goes well with nebulons and cr90s.

For RIGHT NOW. Your best bet is pretty close to what you have. I might opt for slaved turrets on the nebulon, as you are going to get blanks and having the opportunity to turn your 1 hit into an acc isnt going to be super useful. Better to throw more dice.

If you can pick up a Correllian Conflict for Biggs Darklighter you can run Luke, Biggs, Jan, and all the generic Xwings you can fit under Gallant Haven and give people a REALLY hard time.

That is probably still the best list you coukd start with right now-

Assault frigate w gallant haven and ecm

Cr90a turbolaser reroute jainas light flagship with dodona

Cr90a turbolaser reroute

Neb escort slaved turrets

Jan

Luke

Xwings as many as you have. I think 6 in the core right? So Luke and 5 generics? If you have to tap into the rogues to fill points, Dash is probably a better place to start than Han.

Edited by BrobaFett

Ok so i went ahead and peeped at Fabs since I wasnt 100% sure you would have all that, and remembered you have access to Adar! Bingo! That is perfect for the Neb. I worked up this list that is a short cry from where you are but a little more tuned. Sorry its faded, cant fix it on mobile.

REBEL FLEET (394 points)

Objectives: Precision Strike, Contested Outpost, Minefields


1 • Assault Frigate Mark II B - Electronic Countermeasures - Gallant Haven (87)


2 • CR90 Corellian Corvette A - General Dodonna - Jaina's Light - Turbolaser Reroute Circuits (73)


3 • CR90 Corellian Corvette A - Turbolaser Reroute Circuits (51)


4 • Nebulon-B Escort Frigate - Adar Tallon (67)


5 • X-wing Squadron (13)
6 • X-wing Squadron (13)
7 • X-wing Squadron (13)
8 • Dash Rendar Outrider (24)
9 •Luke Skywalker X-wing Squadron (20)
10 • Jan Ors Moldy Crow (19)
11 • YT-1300 (13)

@BrobaFett's list is great. But he left out flight instructions. ;) The flight plan that you have outlined above is kind of in exactly the wrong order for deployments — you don't want to deploy the CR-90s first. I'll come back to that.

The difficult part of flying this is that the Nebulon-B wants to fly straight at your opponent and the AFIIb wants to fly across an opponent.

Nebulon-B. Its side hull zones have fewer attack dice and fewer shields, and without a redirect token, those are your weak points. It is one of the few ships you want to try to avoid getting double arcs with (because then you are exposing those weak sides). Just keep pointing it at your opponent. You also want to go slow so that you stay as far away from your opponent as you can. You wan to trade red dice shots with them. So I recommend keeping it at Speed 1.

AFIIb. Its side hull zones have the most attack dice and it has beefy shields and a redirect token. So it wants to circle around your opponent. This one you want to try to get double arcs, but you have to be careful to not set yourself up to be blocked. In most cases, it is better to get just the side arc than to get blocked.

That's the tricky part of flying this: you need the Nebulon-B and the AFIIb to go two different directions, and you want to keep them both close enough that they can both activate your squadrons — though your squadrons really want to be closer to the protective bosom of Gallant Haven.

With all of that in mind, here is how I would deploy. Others might have better ideas. This is assuming you have 1st player, though it probably wouldn't change too much if you have 2nd player.

Drop 1: Gallent Haven pretty close to the center of the table, toward the back of the deployment zone, facing straight forward, speed 1. This gives you the option to go left or right in reaction to your opponent's deployment.
Drop 2: The YT-1300 and an X-Wing as far forward as possible, straight in front of Gallant Haven.
Drops 3-5: All of the other fighters except Dash Rendar, behind the first two. It doesn't matter too much where you put them because you are going to overlap most (or all) of them on your first move with GH.
Drop 6: By now you should be getting a better idea of where your opponent is massing his fleet. You can drop either the vanilla CR-90 or the Nebulon. If you have a viable target for the Nebulon on the table, at least close to the centerline, drop the Neb-B pointing at it, speed 1, toward the back of your deployment zone. It should be placed at least somewhat close to GH, somewhere close to medium range so that you can activate the squadrons that are nursing in the safety of GH's shadow. If you don't have a good target yet, you can delay one activation with a CR-90a. You can drop the CR-90a into a flanking position on either your far left or far right. Don't place it across something big and scary. I like to start my CR-90s running at speed 3 if I have a good idea of where all my opponent's forces are going to be, or speed 2 if I don't.
Drop 7: Either the Neb-B or vanilla CR-90, whichever you didn't drop in 6.
Drop 8: Dodonna. With Jaina's Light, there are two great places to deploy Dodonna: either in a flanking position where he can duck through several asteroids to hide for cover, or on the outside of Gallant Haven. If you deploy him close to GH, but on the outside of the battle, Jaina's Light allows him to shoot through GH without obstruction, but still benefit from obstruction on return shots. Same idea with the asteroids. If you deploy near GH, do so at speed 1 on the outside of the AFIIb. Otherwise run him at 2 or 3 as above for the other CR-90.
Drop 9: Dash Rendar gets to drop last with lots of information about where enemy squadrons are. Because he is rogue, he doesn't need to stay near where he can be activated by GH or the Neb-B, but you might still want to keep him near the GH for its protective bubble and the cover of its flak dice. Alternatively, you can run him alongside the CR-90 as a one-man fighter screen to protect it from bombers. That would really depend on the fighter composition of your opponent. If he has a bunch of rogues, I would be inclined to run him next to the CR-90. Otherwise I'd put him in the ball around GH.

I hope this makes sense and is helpful.

Edit: For commands, I would Navigate for the first two rounds with Gallant Haven (probably taking the token the first round), then spam Squadron commands. For the Neb-B, I would start with an Engineering command the first round, then spam Squadron (taking a token on round 2 if you don't need your fighters to attack anything) after that. The CR-90s pretty much want to either Navigate or Concentrate Fire every round. I usually Navigate round 1 with them and bank a token, and keep Navigating until they are going to be in the battle.

Edited by stonestokes

Thank you all for taking the time to review, and provide advice I really appreciate it.

I hadn't considered keeping my ships so slow to start, but it makes a ton of sense, and having Dash around is going to be fun.

Thank you again.

5 hours ago, Dwarf King said:

Thank you all for taking the time to review, and provide advice I really appreciate it.

I hadn't considered keeping my ships so slow to start, but it makes a ton of sense, and having Dash around is going to be fun.

Thank you again.

You can also run the Nebulon-B at speed 2 and take a Navigation token early to drop your speed as you get closer to engagement. Range management is one of the trickier parts of the game in my opinion (at least I find it tricky).