Hey there, recently bought into the starter set with 2-4 friends all being interested in the game. I wanted to build up 2 lists (doesn't have to be what's included in the starter) that had a good balance each of 3-4 Ships and 3-4+ Squads to play with. I've been reading through a few pages here to find some build ideas and quite like a couple, but with my inexperience I think I could use some input from everyone. Again, we like playing competitively but trying to steer clear of any auto-win style OP builds, if those exist. Just want something that thematically looks good (not a fan of gr-75's or Gozanti's) and plays well, hence the 3-4 ships and 3-4+ Squads. I've pieced together a couple of things going off what some others have said so please give any and all CC or completely change anything to fit the "Balanced but competitive" aspect I'm trying to go for to allow get people interested in the game:
For the Rebels, the idea was going off the 2 HH ideas that I've seen floating around. This seems to make for a nice close range powerhouse with a Nebulon giving some long-range support and still manages to have 4 Squads:
Faction: Rebel Alliance
Points: 399/400
Commander: Commander Sato
Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions
Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Intel Officer ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 72 total ship cost
Hammerhead Torpedo Corvette (36 points)
- Task Force Organa ( 1 points)
- Ordnance Experts ( 4 points)
- Disposable Capacitors ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 49 total ship cost
Hammerhead Torpedo Corvette (36 points)
- Task Force Organa ( 1 points)
- Ordnance Experts ( 4 points)
- Disposable Capacitors ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 49 total ship cost
[ flagship ] MC75 Ordnance Cruiser (100 points)
- Commander Sato ( 32 points)
- Aspiration ( 3 points)
- Damage Control Officer ( 5 points)
- Ordnance Experts ( 4 points)
- Electronic Countermeasures ( 7 points)
- External Racks ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 159 total ship cost
1 Tycho Celchu ( 16 points)
1 Dash Rendar ( 24 points)
1 Dutch Vander ( 16 points)
1 Rogue Squadron ( 14 points)
= 70 total squadron cost
For the Imperials I'm having a harder time deciding. I really wanted to go with the long-range aspect and use the ISD + Arquitens with the Quasar flying up the board to activate the weak but numerous squadrons. I would much rather have a Gladiator to have a ship based around close-range like the HH's... plus it looks pretty great. But if I do that, I don't seem to have much room for squads to get to that 3-4+ mark, and definitely would have issues activating them since everything would want to be firing or navigating I would think.
Faction: Galactic Empire
Points: 399/400
Commander: Darth Vader
Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions
[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Darth Vader ( 36 points)
- Gunnery Team ( 7 points)
= 155 total ship cost
Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost
Arquitens-class Light Cruiser (54 points)
- Captain Brunson ( 5 points)
- Turbolaser Reroute Circuits ( 7 points)
= 66 total ship cost
Quasar Fire I-class Cruiser-Carrier (54 points)
- Expanded Hangar Bay ( 5 points)
= 59 total ship cost
1 Howlrunner ( 16 points)
5 TIE Fighter Squadrons ( 40 points)
= 56 total squadron cost