My first fleet build for my first game

By newbie01, in Star Wars: Armada Fleet Builds

My friend and i have both sat down and decided on our fleets for our first Armada game against each other, i will list both fleets and would love your thoughts. we have two core sets, 2x mc3o's expansions, pelta expansion, a CR90 expansion and and a isd expansion and corellion conflict to work from. we both decided on using the ships from the core set only

Superior Positions was chosen for our objective.

Imperial fleet 200 points

Cmmdr : grand moff tarkin ( 38 )

Victory 2 star destroyer ( 85 )

Warlord title ( 8 )

Gunnery team ( 7 )

Heavy turbolaser turrets ( 6 )

Howlrunner ( 16 )

Tie fighter x4 Squads

Total Points =192

Rebel fleet

Cmmder: Mon mothma

Cr90a corvette ( 44 )

Jainas light ( 2 )

Trc ( 7 )

Nebilon b ( 57 )

Salvation (7 )

Raymus ( 7 )

Slaved turrets ( 6 )

x wing fighters X3 Squads

total points - 199

thoughts please

Edited by newbie01

I’d prefer something like this for Imperials: -

Victory I (73)
• Darth Vader (36)
• Wulff Yularen (7)
• Gunnery Team (7)
• Expanded Hangar Bay (5)
• Heavy Turbolaser Turrets (6)
• Assault Concussion Missiles (7)
= 141 Points

Squadrons:
• Howlrunner (16)
• 3 x TIE Fighter Squadron (24)
• Valen Rudor (13)
= 53 Points

Total Points: 194

With a Sqn token, you can command all 5 sqns with Exp. Hangar bay in an Alpha strike so long as your first two dials are Squadron. Then after that if you don’t need them, all your other dials can be Nav, with you still commanding a single Sqn per turn if required with Wolff. I chose VSD I over a II for trying to fish out the ACM black crit with Vader. If you double arc, it works on both shots (but exhausts 2 tokens if you use him).

I put Heavy TT in for the sole reason of having nothing else, but this might be useful against the Neb if you come up trumps with your three reds at long range, otherwise drop and throw in a spare Tie like Black Squadron and keep it next to Howlrunner.

21 hours ago, Herr Style said:

I’d prefer something like this for Imperials: -

Victory I (73)
• Darth Vader (36)
• Wulff Yularen (7)
• Gunnery Team (7)
• Expanded Hangar Bay (5)
• Heavy Turbolaser Turrets (6)
• Assault Concussion Missiles (7)
= 141 Points

Squadrons:
• Howlrunner (16)
• 3 x TIE Fighter Squadron (24)
• Valen Rudor (13)
= 53 Points

Total Points: 194

With a Sqn token, you can command all 5 sqns with Exp. Hangar bay in an Alpha strike so long as your first two dials are Squadron. Then after that if you don’t need them, all your other dials can be Nav, with you still commanding a single Sqn per turn if required with Wolff. I chose VSD I over a II for trying to fish out the ACM black crit with Vader. If you double arc, it works on both shots (but exhausts 2 tokens if you use him).

I put Heavy TT in for the sole reason of having nothing else, but this might be useful against the Neb if you come up trumps with your three reds at long range, otherwise drop and throw in a spare Tie like Black Squadron and keep it next to Howlrunner.

I do have a tendency to over look the Capital ships as launch platforms, and more as battleships supported by fighters, rather then the other way around