New player seeks advice on fleet builds, please

By Trillium2, in Star Wars: Armada Fleet Builds

Hello All,

I am just starting into Armada. I played the beginner scenario once and was hooked. I have picked up two lots of ships from eBay; one was heavy towards Imperial ships, and one was heavy towards Rebel ships. I plan some first games with my family gaming group this week. We will start with the beginner scenario. As we are all gamers, though, we'll likely want to play one or two "full" games after trying the beginner scenario. As we are all unfamiliar with fleetbuilding, I am hoping some of you might recommend some fleets for second games (the games after the beginner scenario in the box) using these ships only to build the fleets :

Imperials :

ISD (1)
VSD (3) - all from starter boxes, but I am willing to proxy title cards for casual play if needed
Raider (4)

Gladiator (3)
Arquitens (2)
Interdictor (1)

2 sets of Imperial side of Outlaws Squads
1 Imperial Fighters expansion pack, so 2 pegs each of Tie Interceptors, Tie Advanced, and Tie Bombers
19 Total pegs of Tie squadrons

Rebels:

MC80 (2)
MC30c (3)

Assault Frigate Mk II (1)
Neb B (5)
CR90 (5)
Rebel Transports (1)
1 set of Rebel side of Outlaws squad
1 Rebel Fighters expansion pack, so 2 pegs each of A-Wings, B-Wings and Y-Wings
15 Total pegs of X-Wing squadrons

I'd also appreciate any advice on next purchases I should make if one or a small number of expansions would allow me to create "great" fleets for competitive causal play in my playgroup prior to a planned beginning of the Corellian Campaign. (and what would that campaign starter fleet look like?)

Thanks for any help, even if it is directing me towards resources that already exist.

398/400. Opening Salvo , Contested Outpost , Dangerous Territory
ISD-II, Gunnery Team, ECM, Leading Shots, Moff JerJerrod , 161 points.
GSD-I, Demolisher, Assault Concussion Missiles, Ordnance Experts, 77 points.
Arquitens CL, Captain Needa, Turbolaser Reroute Circuits, 63 Points.
Arquitens CL, Dual Turbolaser Turrets, 59 Points.
2 TIE-Int, 2 TIE-F 38 Points.

A nice balanced Fleet with a small fighter screen. Have the ISD bank a Navigate token on turn one then do a squadron command turn two and maybe turn three if you expect the TIEs to last that long. It all depends on the enemy squadron strength.

4 Combat ships gives a lot of firepower but keep together to concentrate your firepower to get early kills. Arquitens are good at outflanking with the ISD trying to keep several targets in the front arc and Demolisher is always a decent threat.

Moff JerJerrod gives all the ships excellent turning especially at speeds 2-3, use it to get ships out of trouble or into great firing positions.

Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Hyperspace Assault
Navigation: Intel Sweep

MC80 Assault Cruiser (114)
• Admiral Ackbar (38)
• Walex Blissex (5)
• Engine Techs (8)
• Electronic Countermeasures (7)
• Reinforced Blast Doors (5)
• Leading Shots (4)
• Defiance (5)
= 186 Points

MC30c Scout Frigate (69)
• Lando Carissian (4)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Turbolaser Reroute Circuits (7)
• Admonition (8)
= 99 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Squadrons:
• 4 x A-wing Squadron (44)
= 44 Points

Total Points: 400

A decent sample of Rebel ships. Ackbar changes the way they play (making them broadsiders, even the CR90) but it’s the only real way you have to make an MC80 hit like an ISD. Avoid letting things get in the flagship’s front arc at all costs; they’ll trap it and try to kill it.

For your next purchases, the Chimaera and MC75 are pretty nice choices, as they’re both flexible and powerful ships with good upgrades.

Edited by The Jabbawookie