A noob trying to get an anti squadron list

By LordKipferl, in Star Wars: Armada Fleet Builds

Hey there, quite new to the game and i totally lack experience. Ive seen the finals of Armada a few weeks ago and i thought a Major issue with the "fighter trench Warfare" was the lack of Dynamics.

I tried to set up a list where i reduce my fear of exposing my fleet to enemy squadrons while i - on the same time - try to increase my enemie's fear of getting close to my fleet.

Please, this is one of my first builds ever - constructive comments are highly appreciated :)

ISD II 120pts.

Admiral Motti 24

Agent Callus 3

Flight Controllers 6

Point Defence Reroute 5

Cluster Bombs 5

Overload Pulse 8

Enhanced Armament 10

Avenger 5

Tots: 186pts

Gladiator II 62pts

Instructor Goran 7

Flight Controllers 6

Projection Experts 6

Rapid Reload 8

Demolisher 10

Tots: 99Pts

Gozanti Cruiser 23Pts.

Repair Crews 4

Point Defense Reroute 5

Suppressor 4

Tots: 36Pts

Squads:

Morna Kee 27

Bossk 23

Mauler Mithel 15

Valen Rudor 13

Tots: 78

In Total: 399Pts

Now i realize that upgrading the shio to the fullest may be a bit risky, on the other Hand they get a survivability upgrade by motti and i think they are quite well equiped for engaging squadrons. What do you think?

You have far too many upgrades on ships, as well as ones that are conflicting with each other.

You have flight controllers AND projection experts on the Glad, which both require different commands. Try nothing or engine techs in the support team slot, and ordinance experts in the weapons team to reroll this black dice.

Also, you have 4 squadrons total, yet are investing points into upgrading the dice of 6 squadrons (8 with tokens) between the two ships.

Apt is cheaper and better than rapid reload. Demo’s captains chair is hotly contested by several different officers, Goran is not one of them. Try Intel Officer, Brunson, Tua/ECM, or skilled first officer for a cheap option.

Cluster bombs is severely outclassed by ECM as it is critical to keep your brace available vs big shots.

Overload Pulse + Avenger does not work the way you think it does, they can spend defense tokens prior to the “pulse”- change this to leading shots to bring some reliability to your dice.

EA is not a great turbolaser on ISD’s- try xi7 to punch damage through or quad battery turrets to buff all arcs depending on speed control.

PDR is not that great (especially on a gozanti that throws a black die anyway), drop both of these and replace with QLT on the flagship as that goes great with Kallus

Comms net is better than repair crews due to flexibility and more forgiving range restrictions.

Edited by MandalorianMoose

much to learn i have

a big thank you to @MandalorianMoose

This is a confusing collection of upgrades.

For the ISD:

1.) Cluster Bombs are hot garbage. (arguably) the single worst card in the game. Don't take them. Take... Anything else. ECM is probably the best, EWS and RBD are both totally viable. Advanced Projectors are... okay. Skip Redundant Shielding.

2.) You don't have enough squads for Flight Controllers to be worth it, and 2 of those squads are rogue. ISDs like gunnery teams (black dice versions like Ordnance Experts) Avenger, on the other hand, really likes Boarding Troopers (you'll also have to drop the Point Defense Reroute)

3.) Point Defense Reroute isn't going to help you as much as you think. Your Flak is double-blue - you're as likely to roll accuracies as crits. If you really want an anti-squad upgrade here, I'd suggest Quad Lasers.

4.) Overload pulse only really works in specialized situations, when you have it on a different ship to set the spike for Avenger, it doesn't really work on Avenger. Leading Shots will get you a lot more constant use (and it even lets you re-roll on your flak for more anti-squadron goodness)

5.) Enhance Armament isn't a good choice for any ISD. You're all about putting your nose into your target - your side arcs are afterthoughts. XI7s are good, H9s are okay (really for swatting flotillas) Quad Batteries and Spinals are how you can get more dice - but you don't really need something in this slot since you're running Avenger - I'd say XI7, QBT, or leave it empty.

6.) Callus isn't really getting optimal mileage here - you really want your big ISD to be shooting ships as much as possible. Callus will serve you better on a cheaper ship that's happier shooting squadrons. Strategic Adviser is great in a low ship # fleet, Price can work wonders on Avenger, Brunson makes you even more durable.

For the Gladiator:

1.) Goran isn't as good as he seems on paper, I promise - especially when you don't have many squads. Intel Office, SFO, Brunson, and Tua are all better choices.

2.) Flight Controllers feels like a waste - sure you can command squads, but you're better served pushing Navigate commands, and having Ordnance Experts to make your damage reliable. Wiffing shots with Demo sucks.

3.) Projection Experts on Demo is inferior to Engine Techs. Dodging damage > repairing damage

4.) Rapid Reload is a little expensive for what it delivers IMO. I'd rather take ExRacks (cheap 1 big shot) or APTs (consistent extra damage), but RR is workable.

For the Gozanti:

1.) Point Defense reroute does nothing on a ship with black-flak dice. The faces on black dice that have a "crit" icon also have a "hit" icon, so you don't want to re-roll them.

2.) Repair Crews is hard to use. Comms Net is easier to use, and lets you pass a Nav token or something if you get a ship in a sticky situation.

Ahahaha and here we go - from being Pretty convinced of my buildt to being almost ashamed of Posting it. I should have realized AT LEAST the Point Defence reroute myself… i'm sorry - THANK YOU

7 minutes ago, LordKipferl said:

Ahahaha and here we go - from being Pretty convinced of my buildt to being almost ashamed of Posting it. I should have realized AT LEAST the Point Defence reroute myself… i'm sorry - THANK YOU

No worries we all start somewhere!

And that somewhere is usually OLP + Avenger lol. And some of us never escape the Jank either... *cough @Darth Sanguis cough* ?

51 minutes ago, LordKipferl said:

Ahahaha and here we go - from being Pretty convinced of my buildt to being almost ashamed of Posting it. I should have realized AT LEAST the Point Defence reroute myself… i'm sorry - THANK YOU

Have no shame, this is exactly what the fleet builds section is for. Welcome to the game! ?

3 hours ago, MandalorianMoose said:

No worries we all start somewhere!

And that somewhere is usually OLP + Avenger lol. And some of us never escape the Jank either... *cough @Darth Sanguis cough* ?

I saw another place called "initiative changes each round".

WHAT THE ****?

It happened during a store champ I attended. It seemed weird to us (me and my friends) that anyone else brought not even a single point bid. We realized why after the first round. Lol.

49 minutes ago, ovinomanc3r said:

I saw another place called "initiative changes each round".

WHAT THE ****?

It happened during a store champ I attended. It seemed weird to us (me and my friends) that anyone else brought not even a single point bid. We realized why after the first round. Lol.

Yea that’s the learning scenarios fault haha

Here is how I would refine the original list

394/400, Most Wanted, Capture the VIP, Solar Corona
ISD-II, Motti, Gunnery Teams, Leading Shots, ECM, XI7, Kallus, Avenger 176
GSD-I, Demolisher, APTs, Ordnance Experts, Skilled First Officer 76
Gozanti, Comms Net, Suppressor 29
Zertek, Bossk, Mona, Valen, Mauler, Dengar 113

The ISD is now more of a ship killer with XI7 lasers burning through shields and ECM so it can go toe to toe with any single enemy ship. Kallus is still good here as the LS can be used on 2 blue +1 black flak dice if you get 2 misses. Also GT on the ISD enables you to shoot a big ship out of the front arc then Flak out of the same arc at all the enemy squadrons.

GSD is slimmed down to the lean & mean ship killer. Alternate Nav & CF commands until the SFO is used. You could make it a GSD-II with Kallus on board and use it to shoot a pair of blue dice against all in a squadron ball then move round the flank of it and repeat with Demolisher's second attack out a different arc. Downgrading Dengar to a Jumpmaster could get you the points, then you could have a Strat adviser on the flagship too.

Flotilla. I love Suppressor and Avenger combo. Comms net is better than repair crews even if you just hand out repair tokens as you can do it in advance of getting shot.

Squadrons. The ISD can easily command your 4 non rogue squadrons and Zertek protects Dengar and Mauler. Dengar's Intel should enable Mauler to ram clusters of fighters 2 or 3 times in a game and if this happens you have probably won the fighter battle. Zertek can do 1 point of damage to Bossk then Bossk can hunt town scatter aces, flotillas and small ships after they have made and attack run. Bossk has killed so many CR90s for me after they run for the hills. Accuracy the redirect and apply 2 damage a turn until the hull runs out. On turn 2 the flotilla probably wants to do a squadron command to help get the rogues into action sooner, after that he can give out tokens to others with comms net.

Other things to consider moving forwards.

  • A second flotilla loosing a few upgrades or some cheaper fighters
  • Upgrade the Gozanti to a Quasar with Boosted Comms & Flight controllers. Take a more "TIE Swarm" fighter force to make use of your 8 squadron activations on the bigger ships.
23 hours ago, MandalorianMoose said:

some of us never escape the Jank either

Ah you think jank is your ally? You merely adopted the jank. I was born in it, molded by it. I didn't see a competitive build until I was already a man, by then it was nothing to me but gimmick!

Edited by Darth Sanguis