richarDISNEY's First Regionals List

By richarDISNEY, in Star Wars: Armada Fleet Builds

Can you please take a look at this list and tell me it's not the worst thing you have ever seen...

I feel that I am still new to the nuances of SW:A, so it's pretty basic.

Faction: Imperial
Commander: Admiral Motti

Assault: Close-Range Intel Scan
Defense: Contested Outpost
Navigation: Solar Corona

Gozanti Cruisers (23)
• Wulff Yularen (7)
• Repair Crews (4)
• Quad Laser Turrets (5)
= 39 Points

Victory II (85)
• Gunnery Team (7)
• Enhanced Armament (10)
= 102 Points

Victory II (85)
• Gunnery Team (7)
• Enhanced Armament (10)
= 102 Points

ISD Cymoon 1 Refit (112)
• Admiral Motti (24)
• Chart Officer (2)
• Veteran Gunners (5)
• Quad Laser Turrets (5)
• Spinal Armament (9)
= 157 Points

Squadrons:
= 0 Points

Total Points: 400

I'm guessing the plan is to drive the Cymoon at the enemies flagship with the Victories flanking and the Gozanti fixing as they go. It will struggle against a Rebel Rieekan Acehole, Dodonna crit fishing or an MSU. Lots of red dice with no reroll ability, I would drop the Enhanced Armament for Leading Shots on the Vics, with Disposable Caps so you have one big punch from the front of the Vics. Veteran Gunners is OK, but you will have a few, should I, shouldn't I rolls where you are torn with a half OK roll.

Repair crews are difficult to make work, staying within range to use it is tricky. I personally would dump the Gozanti and use Ciena and Valen as a minimal Sqn cover.

Good luck Admiral, you get props for taking Vics, I really hope you do well.

Edited by Phil B

Double up on the remove Enhanced Armament. You have GTs so you plan to shoot from the same arc twice. Even with EA the VICs front is the far better arc to double out of.
Use those points for DCaps and LS and you spared 3 points each.

Would also remove QLTs, they're just not worth it on those 2 ships. I'd rather attack the VICs with fighters anyway. Worse flak, less health and more predictable movement than the Gozanti or the ISD.

Speaking of which, I'd use the points to upgrade?downgrade?regrade? to an ISDII. Fit in Gunnery Teams, ECMs, LS and any Turbolaser with a cost of 6 points or less (I'd go with QBTs for the long range reroll).
You reduce the maximum count of red dice for long range but improve your chances of getting hits on those. Also, you either get the extra blue for the reroll, or they stay longer in the frontarc of 3 SDs. Win-Win for you.
And with ECMs you increase the survivability of the flagship even more.

@Phil B 's point about the Repair Crews is valid. You put 11 points on that Gozanti which are most likely only giving you 4 repairs on average, IF you can keep the Gozanti alive and in range. Also, it only works when there already is hulldamage to be taken away. At 2 points Comms net gives you a greater effect range and since both kinds of Star Destroyers have an engineering Value of 4, with the token you can already regain a shieldpoint, which in turn delays the hull damage.

You could of course also go Slicers, to mitigate your lack of squadrons somewhat. And even if they don't have squadrons of their own, slicers can wreck a ships day pretty quick.

@richarDISNEY How was your first regionals experience?

Well...

To put it politely..... I had a good time.

In reality... I got stomped for my first two games. Hard.

But I had a heck of a great time!

The facility (Game Kastle in Mountain View) was nice and clean, tables were set up an hour ahead of time, plenty of room, the head judge was really well prepared.

My first game, I was up against a player who has been to Nationals, so I was really happy with a 9-2 loss. He was great! He helped me understand how certain cards worked together, and how I could really improve my list. He showed me different aspects of ship usage that I never thought of.

The second game was frightening. I told the other player that I have less than 6 games under my belt, and he rolled his eyes and thought I was BS-ing him. Until the end of the second turn. He put his dice down, looked at me, and said "You really are new to the game, aren't you?" After that, he was really helpful on strategy and tactics, card play, and planning out turns. He set me straight on a few rules that I was totally off base on. He wanted to know if I would like for him to play a bit easier on me ( how cool was that?). I said no, as a loss can be a great learning tool, so he kept playing as he would. But his dice was hot. I mean really hot. He was apologizing on some of his great dice rolling. He tabled me, and I only took out one of his TIE figter squadron. But I have to say, he was the best to learn from as he took the time and patience to help me learn new stratagems, and clarification on rules I have been messing up all this time. He was awesome. I think his name was Aaron, but I never caught his last name. *Thanks Aaron*, who ever you are.

On my third game, I used some of the new things I learned from the first two games, and that game was a nail biter. I only lost by 8 points.

For my fourth game, since I was THE bottom of the list, and people started leaving after game #3, I had no one to play against. Nobody's fault but mine ( I should have played better). But the great thing was the organizer gave me a few promotional cards as a 'booby prize'. How cool was that.

So, overall, a great time, I learned a lot, and played against some really great guys.

I'm already editing my lists for the next one.

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Props to the community and to you!

I've had around 50 games since I began and wasn't brave enough to take part in a non-store champ yet.

Congrats on your quick adaptation of newly learned tactics and really glad you enjoyed yourself despite losing. That's the spirit! Next time you gonna kick some serious buttons ;) (because the un"ons" version is on the naughty list...)

Edited by R4Pi3R