New Commander for the Rebellion

By WilhelmSturmer, in Star Wars: Armada Fleet Builds

My friend has gotten me into Armada and I've been trying to figure out the list building, but ma struggling with building good synergies with cards, ships, and squadrons. Could I get some assistance from the community? Here are the ships/squadrons currently available to me:

1x MC75

2x Hammerheads

1x CR90

1x Nebulon

4x X-Wings + Wedge and Luke

1x A-Wing + Tycho

1x B-Wing + Keyan

1x Y-Wing + Dutch

Are the Nebulons and CR90 from the Core set or expansions? Probably your best bet with what you have available is Raddus on one of the small ships and warp in Profundity then they warp in one of the smaller ships. Probably go minimal on squadrons maybe just Wedge and Dutch.

Edited by Nomemories

Core set. Have any additional info on cards? Like I said, very new to this.

13 hours ago, WilhelmSturmer said:

Core set. Have any additional info on cards? Like I said, very new to this.

Welcome to the game!

A general outline of what you want when building fleets (most things have exceptions):

1. More than 3 ships on the table at 400 points. Armada is a turn-based game; the more turns you can take, the more control and choices you have. An exception is Raddus, where key parts of your fleet are in hyperspace.

2. Electronic Countermeasures on large ships, particularly the MC75. Most big ships live and die by their brace when fighting each other, especially the MC75, which is vulnerable to getting both its brace and its redirect locked down. It's still a fine brawler, just... give it ECM. Other larges can use Early Warning system instead, which takes some thought to use but is nice against carrier fleets and MSU.

3. Use reroll upgrades. Ordnance Experts for ships with lots of black dice, Leading Shots or Caitken and Shollan for large ships, Turbolaser Reroute Circuits or similar for small skirmishers like the CR90. Big dice pools often need multiple dice rerolled, small pools are often fine with one reroll. Don't live by the dice unless you're ready to die by them as well.

4. Don't bring squadrons you aren't prepared to command unless they're rogues. And ships like CR90s or Nebulons without the Yavaris title have other commands they'd rather be using.

5. Try to make sure your commander works well with your whole fleet (Dodonna works with everyone but loves things that get crits, Raddus works with big ships that want to be dropped in just the right spot, etc.) If you're running Mothma with a ship lacking evades, it's not great value.

6. Have fun. Feel free to post your first builds here (and we'll have more to say, guaranteed.) I could make something with what you have tomorrow if you want.

@The Jabbawookie Really appreciate the feedback. If you're for creating a list with what I have available, I'd be grateful.

Here you go. This will get you started. Not fully tournament tuned but it should serve you well while you learn your craft...

I'm not sure exactly which upgrades you have but you can always print out a card for casual games or it will give you something to influence your next purchases (Flotilla, MC30, Rogues & Villans BTW) .

400/400, Opening Salvo , Contested Outpost , Dangerous Territory
CR90-B, Raddus, Heavy Ion Emplacements 48
MC75 Ordnance Cruiser, ACMs, External Racks, Ordnance Experts, ECM, Aspiration 150
Hammerhead-Torp, External Racks, Task Force Organa, Boarding Enginieers 42
Hammerhead-Torp, External Racks, Task Force Organa, Boarding Enginieers 42
Nebulon-B Escort, Qadd Battery Turrets 62
Tycho, Dutch, X-Wing, A-Wing 56

Hammerheads stick together to use Task Force Organa. They try to avoid slugging matches but since the Ordnance cruiser can hyperspace in to stop you being bullied you don't need to be too uncomittal. Nebulon can escort them. I went for the more expensive Neb-escort to control squadrons and for the better Flakk. The CR90 can run about trying to get out of deadly arcs and sneak a double arc shot at the enemy. Moving to long range in front of a target that has yet to move is an option then when it rolls into medium range you open up and try to shredd shields with the Heavy Ions. As Raddus is on board don't take too many risks until the MC75 deploys. Watch out for large red dice volleys combined with fast bomber attacks.

Drop the MC75 in the best place to damage a ship (or two, remember this can't be the first ship to activate this turn) When you drop ECM should protect the brace and Aspiration can let you move shields around when you are placed on table.

Your fighters are a small protection force that won't last against strong bomber fleets so do get your ships stuck in fast killing carriers while your squads hopefully buy you a turn. I went for 2 Aces as you have few squadron command numbers so don't want lots of uncontrolled generics.

Missions:
5 combat ships gets you good use out of Opening salvo. Contested outpost is OK for gaining tokens while the Ordnance cruiser pops in to mug ships trying to take the base from you. Dangerous Territory is nice for ignoring obstacle damage and you should be able to grab 3 tokens then arrange pressure on the enemy as they grab theirs.

Options:

  1. Remove HIEs from the CR90 and out on Engine Techs giving super speed.
  2. Drop an ace for a generic squadron to get an initiative bid.
  3. Change the CR90-B or Neb for a TRC armed CR90-A.
  4. Change Neb for a flotilla (or two) and stronger fighter build. Rogues can be a good way to get in more squadrons without increasing the number of carriers too much.
  5. Switch to a Dodonna list with APTs & Ordnance experts on the MC75 and H-Heads. Could also work with Sato .

Edited by Mad Cat

Oh, apparently there will also be an MC80 (non-winged) available to me now!

@WilhelmSturmer

@Mad Cat has made a solid list you could probably do well with. If you want some more choices, I’ve factored in the Home One.

This is an Ackbar Gunline. It wants to broadside things and kill them, but if you get a double arc with the MC75 go for it. It’s the snowplow of a formation. You are legally allowed to move shields to Aspiration’s empty arcs with Projection Experts (in this case from the side of the CR90 that won’t be shot at.) Jaina’s Light allows the CR90 to shoot 3 red dice from the side without having the attack get obstructed, which would remove the single die and cancel everything before Ackbar triggers. Proxies: Jaina’s Light, 1 ECM, Turbolaser Reroute Circuits. Engine Techs for Defiance is optional here but a fun and strong addition.

Name: Untitled Fleet
Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Intel Sweep

MC75 Armored Cruiser (104)
• Admiral Ackbar (38)
• Walex Blissex (5)
• Caitken and Shollan (6)
• Electronic Countermeasures (7)
• External Racks (3)
• Heavy Ion Emplacements (9)
• Quad Battery Turrets (5)
• Aspiration (3)
= 180 Points

MC80 Assault Cruiser (114)
• Strategic Adviser (4)
• Engine Techs (8)
• Electronic Countermeasures (7)
• Early Warning System (7)
• Leading Shots (4)
• Quad Battery Turrets (5)
• Defiance (5)
= 154 Points

CR90 Corvette A (44)
• Hondo Ohnaka (2)
• Projection Experts (6)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 61 Points

Squadrons:
= 0 Points

Total Points: 395

Edited by The Jabbawookie

Really appreciate all the feedback! I'll likely try out both lists and hopefully start understanding how the game works. I tend to be a bit slow at these things.