New Player advice on builds.

By swfan 2, in Star Wars: Armada Fleet Builds

Hey I’m a fairly new player, only play casually with friends. Before trying Store Champs or other organized play I want some advice on some of the fleets I like to run casually.

Ackbar (400/400)
Rebels

Commander: Admiral Ackbar

Objectives: Advanced Gunnery, Fleet Ambush, Dangerous Territory

[flagship] MC80 Command Cruiser (106)
- Admiral Ackbar (38)
- Home One (7)
- Early Warning System (7)
- High-Capacity Ion Turbines (8)
- Expanded Hangar Bay (5)
- Strategic Adviser (4)
= 175 total points

MC30c Torpedo Frigate (63)
- Foresight (8)
- Electronic Counter Measures (7)
- Major Derlin (7)
- External Racks (3)
- Ordnance Experts (4)
= 92 total points

Hammerhead Torpedo Corvette (36)
- Garel's Honor (4)
- Boarding Engineers (2)
= 42 total points

Squadrons (91/134):
4x A-Wing Squadron (44)
1x Norra Wexley Y-wing Squadron (17)
3x Y-Wing Squadron (30)

Sloane (399/400)
Empire

Commander: Admiral Sloane

[flagship] Imperial II-class Star Destroyer (120)
- Admiral Sloane (24)
- Avenger (5)
- Boarding Troopers (3)
- Early Warning System (7)
- Leading Shots (4)
- Captain Brunson (5)
= 168 total points

Quasar Fire I-class Cruiser-Carrier (54)
- Pursuant (2)
- Expanded Hangar Bay (5)
- Boosted Comms (4)
- Flight Commander (3)
- Flight Controllers (6)
= 74 total points

Gozanti-class Cruisers (23)
= 23 total points

Squadrons (134/134):
1x Punishing One - Dengar (20)
1x Mauler Mithel Tie Fighter Squadron (15)
1x Valen Rudor TIE Fighter Squadron (13)
1x Howlrunner Tie Fighter Squadron (16)
1x Ciena Ree TIE Interceptor Squadron (17)
1x Saber Squadron TIE Interceptor Squadron (12)
1x Colonel Jendon Lambda-class Shuttle (20)
1x Maarek Stele TIE Defender Squadron (21)

Y Wings (398/400)
Rebels

Commander: General Dodonna

[flagship] MC80 Command Cruiser (106)
- General Dodonna (20)
- Defiance (5)
- Early Warning System (7)
- Leading Shots (4)
- Rapid Launch Bays (6)
- Flight Commander (3)
- Fighter Coordination Team (3)
- Enhanced Armament (10)
= 164 total points

Hammerhead Torpedo Corvette (36)
- Garel's Honor (4)
- Boarding Engineers (2)
- External Racks (3)
= 45 total points

GR-75 Medium Transports (18)
- Bright Hope (2)
- Bomber Command Center (8)
- Boosted Comms (4)
= 32 total points

GR-75 Medium Transports (18)
- Quantum Storm (1)
- Slicer Tools (7)
= 26 total points

Squadrons (131/134):
1x Norra Wexley Y-wing Squadron (17)
1x Dutch Vander Y-Wing Squadron (16)
1x Gold Squadron Y-wing Squadron (12)
6x Y-Wing Squadron (60)
2x X-Wing Squadron (26)

Thrawn (398/400)
Empire

Commander: Grand Admiral Thrawn

[flagship] Imperial I-class Star Destroyer (110)
- Grand Admiral Thrawn (32)
- Chimaera (4)
- All Fighters, Follow Me! (5)
- Boosted Comms (4)
- Captain Brunson (5)
- Flight Controllers (6)
= 166 total points

Raider I-class Corvette (44)
- Impetuous (4)
- Point-Defense Reroute (5)
- Agent Kallus (3)
- Flechette Torpedoes (3)
= 59 total points

Gladiator I-class Star Destroyer (56)
- Demolisher (10)
- Intel Officer (7)
- External Racks (3)
- Engine Techs (8)
- Ordnance Experts (4)
= 88 total points

Squadrons (85/134):
1x Saber Squadron TIE Interceptor Squadron (12)
2x Tie Interceptor Squadron (22)
1x Punishing One - Dengar (20)
1x Mauler Mithel Tie Fighter Squadron (15)
1x Howlrunner Tie Fighter Squadron (16)

sorry, I know it’s a lot of builds. I like to play both sides and experiment. Any advice would be helpful thanks.

I'm going to break this up into chunks by list:

8 hours ago, swfan 2 said:

Ackbar (400/400)
Rebels

Commander: Admiral Ackbar

Objectives: Advanced Gunnery, Fleet Ambush, Dangerous Territory

[flagship] MC80 Command Cruiser (106)
- Admiral Ackbar (38)
- Home One (7)
- Early Warning System (7)
- High-Capacity Ion Turbines (8)
- Expanded Hangar Bay (5)
- Strategic Adviser (4)
= 175 total points

MC30c Torpedo Frigate (63)
- Foresight (8)
- Electronic Counter Measures (7)
- Major Derlin (7)
- External Racks (3)
- Ordnance Experts (4)
= 92 total points

Hammerhead Torpedo Corvette (36)
- Garel's Honor (4)
- Boarding Engineers (2)
= 42 total points

Squadrons (91/134):
4x A-Wing Squadron (44)
1x Norra Wexley Y-wing Squadron (17)
3x Y-Wing Squadron (30)

Assault Cruiser > Command Cruiser for a Ackbar Christmas tree.

Home One isn't really worth it when you've only got 1 other ship that can really take advantage of it - defiance is cheaper and makes the pickle tickle just a bit more

ECM > EWS IMO. EWS is nice, but it's better as an "also" defense since the things it's best against (slow bombers, MSU) aren't as common as other things (Ships that can roll 10+dmg with an accuracy)

HCITs are suboptimal v Leading Shots - you'll have plenty of Red dice when using Ackbar - focus on making Red dice not suck.

No Turbolaser? Consider QBTs or XI7s

Expanded Hangar tells me you want to be using this to push squads. Not a great idea. Ackbar wants to run and gun. Navs and (occasionally) Conn Fire should be your stack.

You want Engine Techs so you can move faster then a lethargic tortoise - if you're stuck going slow you'll get blocked in.

For the MC30 (I'm not a fan of these in Ackbar Lists - but enough people use 'em)

Drop Foresight for Admonition, swap Derlin for Lando. Drop ECM (I guess you can use Adv Projectors, Blast Doors, or EWS if you really want a deff retrofit, but you probably don't need one)

For the Torpeedo

Stick ExRacks on there, never leave an ordinance slot empty if you have an ex rack card sitting around. The rest is okay - but I've never really been a fan of Boarding Engineers outside of a few niche cases.

This ship, in general, doesn't really "Go" with Ackbar - he'd prefer a TRC90 w. Jaina's Light

Squads:

Why the Y-wings? Ackbar is not a bomber commander. Focus your squads on either Token Farming (VCXs) blocking opponent squad balls (A-Wings, maybe YT2400s) or just go totally without.

Objectives:
Fleet Ambush is a bad choice. Ackbar needs to control distance, don't let your opponent start those Kuats any closer to you! Dangerous Territory, similarly, isn't doing much for you and Solar Corona would be better.

9 hours ago, swfan 2 said:

Sloane (399/400)
Empire

Commander: Admiral Sloane

Not much to say on this one (other than you left out your objectives). I prefer ECM to EWS on the big boy (your fighters really should be winning the fighter game, so bombers won't be getting a chance to touch you)

Pretty standard Sloane list. I've seen it several times with some variation. It tends to do well. I guess you could trim a little fat to try and get a bigger bid/move brunson to the quasar for SA/Price, but it should be fine as is.

9 hours ago, swfan 2 said:

Y Wings (398/400)
Rebels

Commander: General Dodonna

[flagship] MC80 Command Cruiser (106)
- General Dodonna (20)
- Defiance (5)
- Early Warning System (7)
- Leading Shots (4)
- Rapid Launch Bays (6)
- Flight Commander (3)
- Fighter Coordination Team (3)
- Enhanced Armament (10)
= 164 total points

Hammerhead Torpedo Corvette (36)
- Garel's Honor (4)
- Boarding Engineers (2)
- External Racks (3)
= 45 total points

GR-75 Medium Transports (18)
- Bright Hope (2)
- Bomber Command Center (8)
- Boosted Comms (4)
= 32 total points

GR-75 Medium Transports (18)
- Quantum Storm (1)
- Slicer Tools (7)
= 26 total points

Squadrons (131/134):
1x Norra Wexley Y-wing Squadron (17)
1x Dutch Vander Y-Wing Squadron (16)
1x Gold Squadron Y-wing Squadron (12)
6x Y-Wing Squadron (60)
2x X-Wing Squadron (26)

Dedicated bomber lists really want Intel - either Jan Ors or 2x generic HWKs - Bomber lists can't afford to waste time playing X-Wing v. TIE fighter

My squad ball would look like this:
• Gold Squadron (12)
• Norra Wexley (17)
• 4 x Y-wing Squadron (40)
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
= 133 Points

MC80:

I don't think Enhanced Armament is really worth the points here though - I'd do XI7s (maybe QBTs) which gets you a couple points of wiggle room, and, again ECM > EWS imo (But you seem to really like EWS, maybe your local meta favors it)

Rapid Launch bays aren't worth it. You want to keep that deployment advantage, just throw the ol' Y-Wings out in the open, they've got the hull, it's fine.

Other ships are fine - Dodonna is one of the few times I actually like Boarding Engineers (since you can 'fish' for optimal cards to turn-up)

Try to put Torryn Farr on a ship somewhere - she does wonders for you should your X-wings end up needing to kill a problem TIE or two.

9 hours ago, swfan 2 said:

Thrawn (398/400)
Empire

Commander: Grand Admiral Thrawn

[flagship] Imperial I-class Star Destroyer (110)
- Grand Admiral Thrawn (32)
- Chimaera (4)
- All Fighters, Follow Me! (5)
- Boosted Comms (4)
- Captain Brunson (5)
- Flight Controllers (6)
= 166 total points

Raider I-class Corvette (44)
- Impetuous (4)
- Point-Defense Reroute (5)
- Agent Kallus (3)
- Flechette Torpedoes (3)
= 59 total points

Gladiator I-class Star Destroyer (56)
- Demolisher (10)
- Intel Officer (7)
- External Racks (3)
- Engine Techs (8)
- Ordnance Experts (4)
= 88 total points

Squadrons (85/134):
1x Saber Squadron TIE Interceptor Squadron (12)
2x Tie Interceptor Squadron (22)
1x Punishing One - Dengar (20)
1x Mauler Mithel Tie Fighter Squadron (15)
1x Howlrunner Tie Fighter Squadron (16)

Raider: Why do you have Point-Defense reroute? You have double black flack - your crit faces have hits on them, you don't want to re-roll those.

I prefer the APS over ExRacks on the demo, since it's a ship that gets its kills by shooting more than once - and it doesn't really need intel officer.

With only 3 activation, all of them being close-range, and 2 of them being fairly frail, I don't see this list doing well without the ability to go first. This list seems like it really needs a steep bid, and even then I'm not sure what your game plan is.

^^ That's pretty detailed and I generally agree with it. Solid advice.