New to Armada Fleet Without Squad One expansion

By Senior Cardinal Ignato, in Star Wars: Armada Fleet Builds

I recently got into Armada and enjoy the game very much, although as I quickly noticed squad heavy lists are a way to go.

What advice would you give a fleet build that can not use Rebel or Imperial squad expansion one as I can’t find any.

Meaning what squads do you like most that are not in the first expansions and fleet lists that are squad light.

Are you going Rebel or Imperial? What/how many squadrons DO you have?

I am going Imperial and have expansion Two (1) Rogues (1) Core Set (1). I want to run a ISD.

Great! So the next thing I would decide is if you want to just have your squadron force be an anti-squadron (ie, interception force), or if you want to do multiple duties (like bombers for attacking enemy ships).

Given that you're relatively new to Armada and don't have all the squadrons from Imperial-1, i'd recommend just sticking to squadron interception.

For this, basic tie fighters are fine. Just get a bunch of them, keep them all together and let them go to town. You could outfit your ISD with flight controllers; now they're rolling 4 blue dice, and rerolling 1 with swarm. That's pretty basic and powerful anti-squadron duty. If you want to get fancy, you could throw in a couple Tie Phantoms, so you can disengage if you're squadrons are pinned down and you need them somewhere else.

6 Tie Fighters = 48 (from core set)

2 Phantoms = 28

Total: 76 pts.

Tie Defenders are also a great bargain at 16 pts; they do everything well (but you can only get 2 of them if you only have 1 pack).

On 1/10/2019 at 10:27 AM, Rocmistro said:

Tie Defenders are also a great bargain at 16 pts; they do everything well (but you can only get 2 of them if you only have 1 pack).

I have to half agree, half disagree with this; TIE defenders do everything well, but they are usually not a bargain (they're pretty poor bombers for their cost, in fact worse point for point than TIE fighters.)

If you want to run a bunch of squadrons:

Honestly, almost any significant Imperial squadron investment in the game benefits from Mauler Mithel. You do stand a good chance of finding someone willing to proxy him or trade a cardboard base/slider for one of your Howlrunner-marked bases though. Most players have extras. Without Interceptors, TIE bombers or the Corellian Conflict aces you basically have alternative Sloane builds (Sloane Phantoms, Sloane Generics) or Thrawn 2 ship (Morna, Maarek, Jendon, Dengar, 4ish other mean squads.) All of these can be good and are fun to play, but none are particularly simple or forgiving. I would strongly consider just borrowing or proxying as a newcomer. Either way a Quasar is a good next pruchase.

If you don't want to run a bunch of squadrons:

Good news! You don't need squadrons to do well. For a screen to keep fighters off you, the 6 TIEs you get in the core set work if you use them carefully. They will probably be sacrificed buying you time. If you don't want to run any squads at all, that's an option too. You'll probably want to pick up ships that go well in that type of fleet though; in order of importance I'd probably say Chimaera (Pryce and Strategic Adviser help majorly,) 2 flotillas, and the Gladiator, though there are other ways to go squadless.

Good luck, and welcome to the game!

15 hours ago, The Jabbawookie said:

Without Interceptors, TIE bombers or the Corellian Conflict aces you basically have alternative Sloane builds (Sloane Phantoms, Sloane Generics) or Thrawn 2 ship (Morna, Maarek, Jendon, Dengar, 4ish other mean squads.) All of these can be good and are fun to play, but none are particularly simple or forgiving.

Every time I face Maarek/Jendon Bro Team I get sad. The closest thing the Empire can get to Adar Talon/Yavaris. And it always nets at least 2 damage into a ship with Jendon "activation" and with a bit of luck 4 damage.

13 minutes ago, DblVsdGuy said:

Every time I face Maarek/Jendon Bro Team I get sad. The closest thing the Empire can get to Adar Talon/Yavaris. And it always nets at least 2 damage into a ship with Jendon "activation" and with a bit of luck 4 damage.

It’s true, they’re an amazing 41 points that go well in a lot of lists. The issue becomes what else you put in to support them, because they’re also lategame pieces that aren’t great on their own. And it’s hard to find a dedicated squadron build with MJ that doesn’t also use TIE fighter/Interceptor aces to clear the skies, or an escort or two to protect them, or even bombers for follow up. They need comparably important friends like Mauler or Dengar to prevent Maarek from getting focused down.

19 hours ago, The Jabbawookie said:

It’s true, they’re an amazing 41 points that go well in a lot of lists. The issue becomes what else you put in to support them, because they’re also lategame pieces that aren’t great on their own. And it’s hard to find a dedicated squadron build with MJ that doesn’t also use TIE fighter/Interceptor aces to clear the skies, or an escort or two to protect them, or even bombers for follow up. They need comparably important friends like Mauler or Dengar to prevent Maarek from getting focused down.

I think Jendon could be paired with Bossk or Morna Kee also. That wreking power that is Bossk against squadrons or 3x2 blue dice with reroll against a ship is not to sneer at.

In addition to the suggestions already given, also take a look at IG-88. I have combined him (her? it?) with heavier hull squadrons as an option to help clear space of enemy fighters, or at least tie them down. Even with only one scatter token, I have found IG-88 surprisingly survivable. The ability to ignore Counter and Intel is worth points investment.