First Store Game

By Cboerger, in Star Wars: Armada Fleet Builds

I’m going to play my first 400 point game at my local game store tomorrow. I just bought a Home One and thought I’d try it as a carrier. I’m a noob so any advice is appreciated.

The gist is to use the Indepence title to speed up the slow squadrons and the VCX-100 as a relay to put some distance between the flotilla and Yavaris for as long as possible.

Home One Carrier (400/400)
Rebels - Author: Chris Boerger

Commander: Commander Sato

Objectives: Most Wanted, Fire Lanes, Minefields

[flagship] MC80 Command Cruiser (106)
- Commander Sato (32)
- Independence (8)
- Reinforced Blast Doors (5)
- Boosted Comms (4)
- Toryn Farr (7)
- Fighter Coordination Team (3)
- XI7 Turbolasers (6)
= 171 total points

GR-75 Medium Transports (18)
- Bright Hope (2)
- Bomber Command Center (8)
- Expanded Hangar Bay (5)
= 33 total points

Nebulon-B Escort Frigate (57)
- Yavaris (5)
- Spinal Armament (9)
= 71 total points

Squadrons (125/134):
1x VCX-100 Freighter (15)
1x Tycho Celchu A-Wing Squadron (16)
1x Luke Skywalker X-Wing Squadron (20)
1x Keyan Farlander B-Wing Squadron (20)
1x B-Wing Squadron (14)
1x Scurgg H-6 Bomber (16)
2x Z-95 Headhunter Squadron (14)
1x Y-Wing Squadron (10)

Looks pretty good.

A few thoughts:

  • Move Toryn Farr to the GR75. That way the Independence can benefit from her as well. (She doesn't work for the ship she's on.)
  • If you want to use the Relay from the VCX, you need at least 2 of them. They have Relay 1, which means that you can only activate one squadron with that VCX.
  • I don't think Spinal Armament is all that necessary on Yavaris. Don't forget to flak with Yavaris. A lot.
  • If you have a Flight Commander (comes in the Interdictor) then put that on Yavaris and move the Fighter Coordination Team there as well. If you don't, then try to fit Adar Tallon onto the Independence (not the Yavaris!).
  • The GR75 probably doesn't need the Expanded Hangar Bay, but your mileage may vary.
  • You've got Tycho in there, but I think a HWK-290 might be better. Or you could try to fit both in.
  • Swap out the Z-95s for another X-Wing. It has bomber; they don't. Or this might be where you free up points to put in another VCX.
  • Your objectives need some tweaking. Most Wanted is ok for this fleet, but Precision Strike would be better.
  • For blue, take Superior Positions.
  • Yellow is tough. Based on your squadrons I am assuming you don't have the Corellian Conflict. If you do, then you want Fighter Ambush. Otherwise maybe Contested Outpost? You can try Fire Lanes, but if your opponent has Lambdas or VCXs, prepare to have that objective stolen from you.

Good luck! Have fun! :)

Edited by stonestokes

Thanks so much! I do have a noob question - by “flak with Yavaris” do you mean put the Nebulon within firing range of enemy squadrons and focus on destroying them with it?

56 minutes ago, Cboerger said:

Thanks so much! I do have a noob question - by “flak with Yavaris” do you mean put the Nebulon within firing range of enemy squadrons and focus on destroying them with it?

What I mean is: Yavaris will probably end up in range of enemy squadrons. If it does, don't be afraid to use it's potent flak. It works especially well if Toryn Farr is nearby. If you can kill off their squadrons fast, then that frees up your squadrons to do their work.

If your opponent has only squadrons with 1 blue die for anti-ship, then you definitely want to put the Bright Hope in the middle of the fray and throwing flak. A single blue die can't hurt the Bright Hope except for on it's rear hull zone. So you can safely wade through enemy squadrons at speed 1 throwing flak.

I used to use independence on a similar fleet. I found I didn't need it if both Yavaris and the MC80 have FCTs.

Yes, Independence isn't all that needed, and fighter coordination team on the MC80 and Yavaris is very helpful.

You could put Defiance on the MC80. You'd save 3 points, and it'll make your MC80 hit harder.

Flight Commander on the Yavaris is also very essential.

Here, try out this fleet: 400/400 pts

MC80 Command with Dodonna, boosted comms, fighter coordination team, ECMs, Defiance: 145 pts

Neb-B Escort Frigate with Yavaris, Fighter Coordination Teams, Flight Commander: 68 pts

GR75 Medium Transports with Bright Hope, Bomber Command Center, Toryn Farr: 35 pts

GR75 Medium Transports with Leia Organa, Comms Net: 23 pts

Jan Ors, Biggs Darklighter, 2 x-wing squadrons, Keyan Farlander, Scurrg H-6 Bomber, VCX-100 freighter, Y-wing Squadron

I often find that 1 VCX is enough, because you shouldn't be relying on relay. One VCX will be enough to correct your deployment errors.

I had a ton of fun and met some really nice folks that helped me learn the game.

I played against a Reekan fleet and here’s what I learned:

• Bombers quickly become worthless when tied up by squadrons with escort.

• I found both the relay of the VCX and the Independence title were “forgiving” in that it helped recover from my inexperience and helped me react to the opponent better.

• Sato and my carrier’s side arc hardly came into play due to my opponent’s Nebulon parking itself right in front of me and blocking it from moving for much of the game.

• It’s hard to remember all your upgrades and when to use them.

• Yavaris is harder to pull off than I thought it would be.

In spite of that, I only lost by 22 points! However, my opponent was very gracious and helped me quite a bit so we split the store credit prize as I/we ended up finishing in second place.

Can’t wait to play again and a shout out to the super nice players and staff at Epic Loot in Centerville, OH.