I've just gotten into Armada, and am about as green as it gets - only one 300 point game under my belt. Nevertheless, I'm fine with all game play mechanics, due to a large amount of experience with similar games like X-wing. My FLGS is just getting into Armada, with two 3-month players and another three greenies like me. We're planning on starting a Corellian Conflict campaign (as of this evening, actually), and I'm looking for some tips to help out us Imperials. The teams are evenly split between experienced and inexperienced players, and between us we've got surplus of all ships, and we're happy to proxy cards all the time.
First up, some setup questions:
I'm thinking that attrition is going to be really brutal, so I think going exclusively for high resource point shipyards for our Imperial bases is a good call, but are other locations more valuable at the start of the campaign?
Us Imperials have two heavy lists - ISD and 2 Vics is the current thinking, with Motti and Thrawn as commanders. I'm running Sloane and focusing on squadrons after the first game - are we as a group vulnerable to any Rebel builds out there?
Secondly, my list:
Points: 399/400
Commander: Admiral Sloane
Assault Objective:
Advanced Gunnery
Defense Objective:
Hyperspace Assault
Navigation Objective:
Solar Corona
[ flagship ]
Imperial II-Class Star Destroyer
(120 points)
- Admiral Sloane ( 24 points)
- Intel Officer ( 7 points)
=
151
total ship cost
Interdictor-class Suppression Refit
(90 points)
- Heavy Ion Emplcements ( 9 points)
=
99
total ship cost
Arquitens-class Light Cruiser
(54 points)
- Quad Battery Turrets ( 5 points)
=
59
total ship cost
1
Dengar
( 20 points)
1
Soontir Fel
( 18 points)
2
TIE Phantom Squadrons
( 28 points)
2
TIE Advanced Squadrons
( 24 points)
=
90
total squadron cost
My general thinking is that both the ISD and Interdictor are more or less immune to death at the start of the campaign, if flown a little conservatively, while they're still very capable of dishing out extreme damage. The Arquitens just sits at long range throwing a 4-die attack or two each round, generally supporting the bigger guys.
The squadrons are a true pain to deal with - Soontir, Dengar and the TIE Advanced squadrons combine to do some truly cruel counter damage to enemy squadrons, while the Phantoms threaten ships and defy being engaged.
Now, I'm set on using Sloane (Thrawn was my first choice and I won't compromise any further there), but I am concerned about my low initial squadron count. Is it worth dropping either the Arquitens to a Gozanti/Raider, or the Interdictor to a VSD in order to free up some more points for squadrons?
Edited by Astech