New Player needs advise

By Der Borgo, in Star Wars: Armada Battle Reports

Hey there,

a friend of mine and I just got into the game and we love it so far. We started with the core set and after the first two games we went directly for the next shop to get some more. Our pool is still quite limited though. We agreed to advance slowly from now on and to buy wave by wave. I play as the Empire and have the core game stuff, 1 extra VSD, 1 Raider, 1 Quasar and the Fighter I box. I had a great streak winning the first six deathmatches. That sadly ended when we added obstacles and objectives. I lost both matches since then. Big time. So I figured I could need some help to deal with those pesky rebels.

I made a few sloane lists and would like to hear what you think about them. Also I would like to get some tips how to deploy and fly my fleet especially in regard to the objectives. The VSDs just feel so clunky and it always seems quite difficult to get them into the fight. My buddy flies a rebel fleet with the core set stuff and all of wave 1.

So, basically I would like to know:

- What do you think of those lists?

- What would your general strategy be flying them?

- What do i have to avoid?

Name: Sloane 400 I
Faction: Imperial
Commander: Admiral Sloane

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Minefields

Victory II (85)
• Admiral Sloane (24)
• Disposable Capacitors (3)
= 112 Points

Victory I (73)
• Expanded Hangar Bay (5)
= 78 Points

Quasar Fire I (54)
• Wulff Yularen (7)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• Pursuant (2)
= 74 Points

Squadrons:
• Darth Vader (21)
• Howlrunner (16)
• Major Rhymer (16)
• Mauler Mithel (15)
• Soontir Fel (18)
• TIE Advanced Squadron (12)
• TIE Bomber Squadron (9)
• TIE Interceptor Squadron (11)
• 2 x TIE Fighter Squadron (16)
= 134 Points

Total Points: 398

Name: Sloane 400 II
Faction: Imperial
Commander: Admiral Sloane

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Minefields

Victory II (85)
• Admiral Sloane (24)
• Disposable Capacitors (3)
= 112 Points

Victory II (85)
• Disposable Capacitors (3)
= 88 Points

Quasar Fire I (54)
• Wulff Yularen (7)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• Pursuant (2)
= 74 Points

Squadrons:
• Darth Vader (21)
• Howlrunner (16)
• Major Rhymer (16)
• Mauler Mithel (15)
• Soontir Fel (18)
• TIE Advanced Squadron (12)
• TIE Bomber Squadron (9)
• TIE Interceptor Squadron (11)
• TIE Fighter Squadron (8)
= 126 Points

Total Points: 400

Name: Sloane 400 III
Faction: Imperial
Commander: Admiral Sloane

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Minefields

Victory II (85)
• Admiral Sloane (24)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
= 117 Points

Victory I (73)
= 73 Points

Quasar Fire II (61)
• Wulff Yularen (7)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• Pursuant (2)
= 81 Points

Squadrons:
• Darth Vader (21)
• Howlrunner (16)
• Mauler Mithel (15)
• Soontir Fel (18)
• TIE Advanced Squadron (12)
• TIE Interceptor Squadron (11)
• TIE Fighter Squadron (8)
• Major Rhymer (16)
• TIE Bomber Squadron (9)
= 126 Points

Total Points: 397

Thanks a lot in advance for any help.

Do you play as if you have cards available that you haven't yet bought? I play like that with my friend and it makes a big difference.

In order to reduce the risk of your Quasar getting shot you should use Boosted Comms. That increases the activation range and keeps your Quasar out of reach of your enemy.

Both of you should try to pick up Gozantis/Transports which will add an extra element to the game.

I would recommend this site to help you understand how to get the best from your ships, particularly the VSD. It helped me a lot.

http://cannotgetyourshipout.blogspot.com/?m=1

Forgot to say that with Victory I and Ii you basically have to plan half the game with their Command 3 so useful officer cards (such as skilled first officer or engineering captain) that can immediately give you access to a dial that you need will ease the struggle of managing those ships.