Need advice

By player3209089, in Star Wars: Armada Fleet Builds

http://armadawarlords.hivelabs.solutions/view_list.php?token=169890&key=faf03c9fac9af0e49d28ecf291ee4dd6

Check out my fleet and let me know what I could do better (my first fleet build)

Base Fleet
Author: HunterTS94

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

Raider I-Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Disposable Capacitors ( 3 points)
- Rapid Reload ( 8 points)
= 66 total ship cost

Arquitens-class Light Cruiser (54 points)
- Hand of Justice ( 4 points)
- Minister Tua ( 2 points)
- Redundant Shields ( 8 points)
- Advanced Projectors ( 6 points)
- Spinal Armament ( 9 points)
= 83 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Admiral Montferrat ( 5 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 80 total ship cost

[ flagship ] Victory I-Class Star Destroyer (73 points)
- Admiral Motti ( 24 points)
- Warlord ( 8 points)
- Veteran Captain ( 3 points)
- Ordnance Experts ( 4 points)
- Point-Defense Reroute ( 5 points)
- Heavy Turbolaser Turrets ( 6 points)
- Expanded Launchers ( 13 points)
= 136 total ship cost

Gozanti-class Assault Carriers (28 points)
- Suppressor ( 4 points)
- Comms Net ( 2 points)
= 34 total ship cost

= 0 total squadron cost

Card view link

Fleet created with Armada Warlords

Welcome to the game! It’s a little wordy, but here’s a list of potential changes:

Squadrons. You need them. Squadronless fleets are very, very rare for a reason: bombers can eat them alive. I don’t know what you have, but the 6 basic TIEs you get in the core set happen to be a competitive-level light screen.

Speaking of which, Dangerous Territory is a safer choice (ironic :P) than Superior Positions. With SP, if your opponent brings more squadrons and kills yours he can gain 15 points every time a squadron shoots your ships in the rear. It’s an objective carrier fleets bring that battleship fleets should not usually pick.

The Raider:

Ruthless Strategists did nothing, because you need squads to use it. It’s still best to take it off, because friendly 3 hull TIEs are fragile to begin with and would drop to “easy kill” territory. Ordnance Experts is generally considered the default for the Raider-1; it also works on flak. Disposable Capacitors is good on the Raider-II, but only offers 1 blue dice per arc to the Raider-1. There are other places to spend those points. The same goes for Rapid Reload; Raider-1s generally get one good shot off with their front arc, then run away/die. If you have access to External Racks, it’s a very solid choice. Alternatively, Flechette Torpedoes could make it a stronger threat to squadrons. Kallus and Instigator are perfectly decent where they are.

The Gladiator:

I’d ditch Montferrat. Not because he’s bad, but because you need space for TIEs. Otherwise, perfect.

The Gozanti:

Same as above, but with Suppressor.

The Arquitens:

Here’s where points get saved. Arquitens start expensive for what they are and like to be kept light. Dual Turbolaser Turrets or Turbolaser Reroute Circuits are all they need. Reinforced Blast Doors or Needa if you’re feeling fancy. Why not the current loadout? Due to the Arq’s nav chart, it moves in the direction of its front arc. This makes it a bad decision to point it at enemy ships; it’s a flanker, and doesn’t love Spinal Armament. Redundant Shields can’t be used with Spinal Armament (1 modification per ship) but isn’t generally worth bringing on most ships. Advanced projectors is a clever choice, but the Arq doesn’t have enough shields period to merit the cost. HoJ is nice, but space is an issue.

The VSD:

Point Defense Reroute can go. The VSD-1’s single blue flak die receives little benefit (+0.18 dmg) and bombers can take such flak anyway. Warlord is a pricy title, but works fine if you’re trying to fill a list. HTTs are generally considered inferior to XI7 turbolasers, because they offer your opponent more choices and clash with accuracies. Quad Battery Turrets love the VSD-1, and are probably the number one choice. Expanded Launchers is acceptable in the same way Warlord is; External Racks would be ideal here, as the VSD-1 gets very little black dice use against a skilled opponent. (They can also be shot from the side as needed.)

That should get you most of the way to fielding 6 TIEs. (Dropping Warlord could finish the job.)

Also, here’s a blog/encyclopedia that offers truly excellent advice on everything in this game. I can’t recommend these guys enough.

http://cannotgetyourshipout.blogspot.com/

Hope this helps, and congratulations on making your first list!

Edited by The Jabbawookie

Yes listen to the wookie. But I do like Suppressor as it can make the GSD and VSD fire as though they have an Intel officer.

If this is your first list, I would almost advise to just ditch all upgrades.

And only use ships and fill the rest with ties if possible or restrict yourself to one upgrade per ship.

The reason for this is: you will forget most of the cards in the beginning anyway.
Heck I forget abilities and cards still (and to shoot at my enemies!!!) and I have been at this for a while now.