Ling's 2nd Fleet

By Ling27, in Star Wars: Armada Fleet Builds

So I am, relatively new to Armada. I picked it up in December and have played about, six games now. I currently own the Core box, three Arquitiens (I love them and have painted them up to look like republic era ships) and two Hammerheads. I also have a Mel's Mini's Venator Class Star Destroyer for fun games. I am thinking about playing some more as well as getting into local tournament stuff to get more games as well as just have fun. I love the game for its capital ship combat and love what you can do with both factions right now. There is so much possibility. I was thinking of doing the following as a list to try my hand in the early days of my more competitive side.

I know its probably not the most competitive list, and from what I've seen there is a lot of squadron usage which is fine. I am more so playing to have fun and a bit of a challenge, however I would love to hear thoughts on what I am thinking of using and what I might be doing wrong.

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Victory II Class Star Destroyer: 85 (139)

Grand Moff Tarkin: 38

Gunnery Team: 7

Spinal Armaments: 9

Arquitiens Class Light Cruiser: 54 (69)Blocka

Cluster Bombs: 5

Enhanced Armament: 10

Aruitiens Class Light Cruiser: 54 (69)

Cluster Bombs: 5

Enhanced Armament: 10

Gladiator I Class Star Destroyer: 56 (75)

The Grand Inquisitor: 4

Ordinance Experts: 4

Engine Techs: 8

Flechette Torpedoes: 3

6x Tie Squadrons

Assault: Blockade Run

Defense: Fleet Ambush

Navigation: Superior Positions

Edited by Ling27

First off, welcome to Armada! It’s always great to have another Clone Wars fan (and Arquitens fan) on the forums.

Now for fleet recommendations. Fleet Ambush and Superior Positions have the potential to backfire disastrously. Superior Positions is generally considered a “squadron” objective, because bombers can rack up obscene amounts of points. Solar Corona or Dangerous Territory are nice choices here, though. Fleet Ambush is considered an unuseable objective, because enemy fleets love being able to hit with Yavaris, Ackbar, Demolisher etc. turn one, before you can do anything. There’s even a saying in my area: friends don’t let friends bring Fleet Ambush. A good substitute is Contested Outpost; you can slow-roll the Vic-2 in while pressuring them to move into Demo/red dice range.

Speaking of slow-rolling, Quad Battery Turrets are a good substitute for Spinal Armament: they’re cheaper, they still work at long range, blues are reliable dice, and they work out the sides too if you get flanked/ double arc something. DTT (Dual Turbolaser Turrets) is another good option for similar results. Other things that really boost the Vic-2: Tua and ECMs for survivability, Leading Shots for reliability, and above all Disposable Capacitors. It’s perfectly acceptable in casual play to proxy or borrow if you don’t have a Quasar. Like the VSD, Arquitens love DTT, because you’ll likely roll one or more blanks and it never hurts you to fish for a double hit anyway. Enhanced Armament is pretty much reserved for Vader fleets, where you have his reroll and blanks are less likely. Flechette Torpedoes do nothing for the Gladiator, which has blue flak only. Assault Proton Torpedoes are standard, but Assault Concussion Missiles are an acceptable alternative. Cluster Bombs are generally considered bad; Reinforced Blast Doors are good if you want your Arquitens to be fancy.;)

This fleet has Jerjerrod written all over it. All of your ships synergize strongly with him, and Arqs even have a side turned away from foes to pay the JJ tax with. Lastly, I highly recommend the highly useful site Cannot Get Your Ship Out; it’s part blog, part encyclopedia, all written by people who really know what they’re talking about. Hopefully this isn’t to long-winded of a post; good luck with the fleet, and I hope this helps!

Edited by The Jabbawookie

Jabbawookie: Something like this?

Name: Ling's Second Fleet 0.2
Faction: Imperial
Commander: Moff Jerjerrod

Assault: Blockade Run
Defense: Contested Outpost
Navigation: Solar Corona

Victory II (85)
• Moff Jerjerrod (23)
• Minister Tua (2)
• Disposable Capacitors (3)
• Dual Turbolaser Turrets (5)
• Leading Shots (4)
• Electronic Countermeasures (7)
= 129 Points

Arquitens Light Cruiser (54)
• Skilled First Officer (1)
• Reinforced Blast Doors (5)
• Dual Turbolaser Turrets (5)
= 65 Points

Arquitens Light Cruiser (54)
• Skilled First Officer (1)
• Reinforced Blast Doors (5)
• Dual Turbolaser Turrets (5)
= 65 Points

Gladiator II (62)
• The Grand Inquisitor (4)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Concussion Missiles (7)
= 85 Points

Squadrons:
• 6 x TIE Fighter Squadron (48)
= 48 Points

Total Points: 392

1 hour ago, Ling27 said:

Jabbawookie: Something like this?

tumblr_ohwyo0bpVT1vjdt8po1_540.gif

Edited by The Jabbawookie

Is the Grand Inquisitor a good idea on the Galdiator II? I think he is a good fit for a general purpose anti-ship, anti-squadron, in that it would let him speed up or down as he needs to. But am I misunderstanding how he works. I want to make sure before I lock in a choice and play a few matchs then find out it was a bad idea.

The Grand Inquisitor isn’t necessarily bad, just not... common. Squadrons will usually catch up regardless of speed, especially as you start off approaching them. In a situation where it matters, a perceptive foe can keep their speed steady. He’s alright where he is, but Skilled First Officer or Intel Officer are the “standard” two. Brunson might become a thing as well.

Edited by The Jabbawookie

Okay, well that's fine then. I'd rather use something that's less common but still a useable thing than run into it just being a bad upgrade. I think right now the plan for this fleet would, while also dependent on the objective, be:

Deploy The Vic II generally central on the line. With the squadrons on one side as a bit of a squadron buffer. I don't expect TIES to survive too much. I just like swarming TIES, it fits the theme behind them, and every time I've split the ties in the other games I've played they've been torn apart.

Have the two Arquitiens on one flank preferably where the medium range of the side guns of the Vic II and the Arquitiens has a little overlap. Get those shots off. They will mostly play the longer range game, plinking at ships who are focusing on the Vic.

The Glad II would be on the other flank within range of the Vic's side guns on the other side, This is just for covering fire if the game becomes broadside city. But for the most part I expect the Glad II to flank around and get within range of enemy ships to unload its torpedoes.

Clearly things change during a match, I am used to that as a 40k player and I generally don't hold much of a plan past two turns or so, just because there are so many variables. But for the most part, the ships synergize well I think.