New players - Balanced Imp vs. Rebel lists

By Gwendar, in Star Wars: Armada Fleet Builds

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

Edited by Gwendar

Most people I've seen commenting on the Hammerhead insist on running one or three at a time, as a contrarian I run two myself with the Organa Task Force card as well, but I like to run a scout and torpedo combo. Now as a caveat, I run these in an MSU list with Leia as Admiral, so your mileage may vary. But, my logic is that the Scout fires first at range, and that allows the Torpedo boat to use the TF title off the Scout. In combo with Leia and a weapon dial selected, it allows the Scout (especially if it has a Turbolaser) to add dice and a reroll, and then the torpedo uses External racks plus adds a die and then has reroll from the TF title and token (thanks Princess).

Just thought I would give you my two cents.