New player tournament list advice??

By drail14me, in Star Wars: Armada Fleet Builds

I’m new to the game. Got 3 games under my belt, all against the same person playing their first three games. So, blind leading the blind. We are the only players in my town, so no real opportunity locally to learn from experienced players.

So, I’ve decided to enter in a Regional Tournament coming up soon. My objective is to learn the game from experienced players while just having fun. I have no expectations of grander or in even winning a game. I just want to learn how to play the right way.

I’ve come up with a list I thought might just be good to learn with. Its posted below.

1. How does it look as a good learning list?

2. How would you run this list?

3. Any suggestions on a better learning list?

4. If so, what makes it a better learning list?

For list building or editing purposes, I have the Core Set and at least one copy of all released expansions except for Imperial Squadrons I.

Motti’s motley Crew (393/400)
Empire -

Commander: Admiral Motti

[flagship] Imperial II-class Star Destroyer (120)
- Admiral Motti (24)
- Relentless (3)
- Electronic Counter Measures (7)
- Leading Shots (4)
- Intel Officer (7)
- XI7 Turbolasers (6)
- Gunnery Team (7)
= 178 total points

Gladiator I-class Star Destroyer (56)
- Demolisher (10)
- Skilled First Officer (1)
- Assault Proton Torpedoes (5)
- Engine Techs (8)
- Ordnance Experts (4)
= 84 total points

Raider I-class Corvette (44)
- Impetuous (4)
- External Racks (3)
- Ordnance Experts (4)
= 55 total points

Gozanti-class Cruisers (23)
- Suppressor (4)
- Electronic Counter Measures (7)
- Minister Tua (2)
= 36 total points

Squadrons (40/134):
1x Howlrunner Tie Fighter Squadron (16)
3x Tie Fighter Squadron (24)

Are you PNW? I might be at that regional...

Anyway, this is a great learner fleet. Nothing is there that absolutely shouldn't be, which is the norm for new lists (looking at you, Overload Pulse Syndrome.) I would drop Relentless, though. If your goal is to learn, managing a command 3 ship is a great way to do that (mistakes teach well.) If your goal is to win, Avenger is a great way to do that . So is being 3 points more likely to go first.

In terms of running it, you've got a light fighter screen, a disruptive pocket carrier, two nimble torpedo boats, and a decked-out battleship. Don't throw the Raider or fighters into a squadron ball and expect them to live. They will die, and the sacrifice should be made when you need them to buy time. In that vein, I would look at Instigator instead of Impetuous, which prevents them from ignoring you. Tua-ECM on the Gozanti is good, but beware of being forced into a ramming contest. Four collisions sounds like a lot, but it isn't when in the thick of things. On the other hand, you can intentionally block something not particularly maneuverable for a round or two.

Don't fly Demolisher into a zone of obvious death and it will serve you well. Speaking as someone very good at failing the double-arc with Demo, don't place it angled diagonally at the corner of your target unless you're sure you have both arcs.

I don't have much general advice for the ISD except that, for timing purposes, a good Rebel bomber list can kill one in about two rounds of dedicated shooting. Also, deploy it last. It matters.

Nav is king. It keeps the ISD on target, it lets the Raider and Glad control engagement, and it gets the Gozanti to the most annoying spot. Banking nav tokens round one is smart too, especially for the Raider and Demo. The Gozanti can absolutely push squads, the ISD might take the odd repair command, Demo and the Raider can confire when they're where they need to be; but when in doubt, nav.

For objectives (you need them at a tourney,) I recommend Most Wanted, which is good in any fleet with a flotilla. You choose your Suppressor and their most expensive ship you think you can kill. Lob extra dice at it until it dies, profit. Hyperspace Assault is a good choice for yellow, allowing Demo to jump in beside or behind your opponent and wreak havoc. Bonus points for forking two ships from an awkward angle; they can't both move before you shoot. For blue, Solar Corona is almost always a solid choice. Deployment advantage makes it easier to flank or at least avoid engaging your opponent's entire force at once.

Good luck, hope this helps!

Edited by The Jabbawookie

@The Jabbawookie always offers solid advice so I’d take everything he says as truths.

on your list I’m a bit low on the fighters you’re rolling. I question the value your raider would give you over say a few more fighters? Their current ball you have will die instantly without much of a fight and you’ll bleed points. I’ve personally only been nothing but disappointed in the raider personally. Not sure it does enough for its cost.

Edited by carthwolf
9 hours ago, The Jabbawookie said:

Are you PNW? I might be at that regional...

Fantastic advice. You’ve got me even more excited to play! As for PNW, no, I’m in the South.

Thanks for the detailed advice! Gonna give it a go!

9 hours ago, The Jabbawookie said:

I would drop Relentless, though. If your goal is to learn, managing a command 3 ship is a great way to do that (mistakes teach well.) If your goal is to win, Avenger is a great way to do that . So is being 3 points more likely to go first.

I’m a little confused here when it comes to likely moving first. Relentless is 3 points and Avenger is 5. My list is at 393 pts with Relentless but goes up to 395 with Avenger. Wouldn’t the lower bid of 393 aid the chance of being First Player or am I looking at this wrong?

As for the Raider with impetuous, my thoughts were to run the Raider in an AS role with the fighters using Impetuous for that one extra shot. Crazy idea?

I kind of want a better fighter screen and wanted some fighters from the Imperial 1 expansion but I don’t have that one 😕

@drail14me you’re correct on the bid part, i think he is saying if you’re going to use a title avenger will gain you more advantage and use. If you want a strong bud then just cut the relentless title etc. I actually have fun using the relentless title so it’s a preference thing, but a skillled player would have the foresight to make sure they picked the correct dials instead of needing ISD training wheels.

Quote
On 1/2/2019 at 9:28 PM, The Jabbawookie said:

(looking at you, Overload Pulse Syndrome.)

I just want it to work! Actually, at our small format tourney, I am pretty sure someone pulled it off and was able to snip snap a larger ship, not positive though. I am thinking about brining it to my Regionals, as I am playing a raddus MC75 fleet, and being able to drop raddus, go first with a CR80B to take out a fun ships defence tokens(then probably getting destroyed). It is a really appealing upgrade, but I'll probably just get cold feet and swap it out for Heavy Ion emplacements(which will probably help an MC75 OC with Ordinance officers and Assualt Proton Torpedos, dropping some sheilds can really increase the damage output)

I think if you're just starting out having more activation's would be in your favor. Most lists tend to have an average of 5 activation's so I'd be tempted to scrap all your squadrons for a second Gozanti with comms net if you have it. Those fighters will only slow a squadron list down for a turn and generally won't be very reliable against just ships with a single blue die. If you had Imp I squadrons Mauler Mithel is always worth taking a long as a lone wolf.

On 1/5/2019 at 9:21 AM, Rumham said:

I think if you're just starting out having more activation's would be in your favor. Most lists tend to have an average of 5 activation's so I'd be tempted to scrap all your squadrons for a second Gozanti with comms net if you have it. Those fighters will only slow a squadron list down for a turn and generally won't be very reliable against just ships with a single blue die. If you had Imp I squadrons Mauler Mithel is always worth taking a long as a lone wolf.

Thanks for the suggestion. What’s the best way to play those Gozantis?

from what I've seen, just drive them behind whatever ship you want them to hand out tokens too.

On 1/5/2019 at 9:21 AM, Rumham said:

I think if you're just starting out having more activation's would be in your favor. Most lists tend to have an average of 5 activation's so I'd be tempted to scrap all your squadrons for a second Gozanti with comms net if you have it. Those fighters will only slow a squadron list down for a turn and generally won't be very reliable against just ships with a single blue die. If you had Imp I squadrons Mauler Mithel is always worth taking a long as a lone wolf.

I’m still tweaking the list. I like the idea of the second Gozanti to be a repair support ship behind the ISD.

Also wondering about adding a decimator and Captain Jonus insteadof the Gozanti. run Jonus behind the ISD to give it and any other ship a guaranteed accuracy. Would make sure the ISD was potent on offense.

Thoughts?

Jonus has to be at distance 1 of the defender, and without Intel and at least a small support screen it's hard to pull off

20 minutes ago, R4Pi3R said:

Jonus has to be at distance 1 of the defender, and without Intel and at least a small support screen it's hard to pull off

Thanks. Guess I read his card wrong.

28 minutes ago, R4Pi3R said:

Are quad laser turrets worth it on Gozanti for the Counter 1?

Right now, with Two Gozanti, I’ve got a 22 point bid. Could add the quad Laser to one Gozanti and the Raider for anit Squadron since I’ll be running them out front.

40 minutes ago, drail14me said:

Are quad laser turrets worth it on Gozanti for the Counter 1?

Right now, with Two Gozanti, I’ve got a 22 point bid. Could add the quad Laser to one Gozanti and the Raider for anit Squadron since I’ll be running them out front.

QLTs aren't worth it on flotillas. Due to their scatter token, minimal ability to hit enemy ships and lack of impact on tabling, your opponent often doesn't need encouragement to hit other targets with his squads anyway.

Disposable Capacitors could work for an extra blue die or two.

Alternatively Slicer Tools puts the Gozanti into an offensive/disruption role that makes them a particularly credible threat to carrier (needs to push squads) and squadronless lists (denies any useful command.)

Or if you want a nice high bid you could swap SFO on Demo for another Intel Officer. They work well in multiples and make a triple tap hurt even more while soft-countering the occasional DCO on a single-contain ship.