tl;dr, as Imperial (and especially as someone still very new to the game), how do I prepare against an opponent I'm pretty sure is going to bring Rebel MSU that particularly has a lot of ordnance focus?
Recently my friend and I have resumed playing Armada after a long absence (as in veeeery long, so long we were basically re-learning the rules from scratch), so while I have technically played the game a fair bit before, for the purposes of this act as if I am a completely new player.
I play Imperial, mostly have been trying a wide variety of mixed things trying to find what I like.
My friend, on the other hand, seems to have found his calling in life: fire as many black dice at me as he can possibly get his hands on, across as many ships as possible. Hammerheads, Scout Frigates, always has 2 flotillas, etc.
I've won both our games wherein he was using this fleet so far but I'm not feeling optimistic about the future for reasons I'll make clear soon:
First game against it was an easy win, his list was terrible even by newbie standards (not that mine are probably better, admittedly), and didn't understand a lot of his own abilities just due to unfamiliarity with the rules (he thought he could use Sato to turn his black dice armaments into red dice and fire 5 red dice off a scout frigate's broadside at long range, had Expanded Armaments on ships that had no hope of surviving after dropping their payload, no Ordnance Experts, etc).
Second game was also free win, our fleets were far apart but he lost his cool first, charged in what turned into a clumsy line, and got fed as a trickle to the front of an ISD with Gunnery Teams.
Next game is where I'm starting to get worried I might not be so lucky because, terrible as the first few attempts were, all his problems are fixable: he's getting more familiar with the rules, and his list is refining and he's getting practice with it. I'm sure I'm going to regret helping him with this, but I seemed to finally get through to him Expanded Armament is not a good choice on ships he plans to use like expendable missiles, and made him realize the synergy between Assault Proton Torpedoes, Sato, and Ordnance experts. He's not going to blindly race them at me again. He's getting better at not having his own ships traffic jam each-other each time we play. He's getting better at understanding how to exploit having a bajillion activation against my handful, and not just flying ships right in to an ISD's front.
Knowing now that he'll have actually good upgrades with a lot of trimmed fat, and I can't count as much on him making stupid blunders to win again (especially when its more likely me to be making the stupid blunders in the future), I'm not actually sure what I should be doing to prepare for it when I tried to think of how to approach my next list to try.
Demolisher is obvious choice, but I can't exactly build a whole fleet of them.
Have a few big ships to survive the the first hit and punch back? Yeah I'll thrash a lot of them but he has far more, and if he learned his lesson and can actually coordinate them and leverage the activation advantage to pin me in the trade off points-wise is going to favor him.
Squadrons? How do I protect a Quasar against ships storming in at speed 4? (p.s. just to double-check a point of contention, Sloane can discard exhausted defense tokens right? Like hypothetically if I attack with a TIE Fighter, roll an accuracy, spend his evade, then attack with another TIE Fighter, roll another accuracy, then I can discard the evade I just exhausted right? We argued over this for a while, but his argument amounted to 'that just sounds too strong to be right' while we couldn't find anything that proved me wrong either).
I don't have enough ships to get even close to fighting for activation supremacy, so what's the best way to deal with that? Give it up entirely and work with a strategy that doesn't care about activation?(If so, what strategy does that even work with?) or even if I can't win it should I still be fighting for as many as possible with thinning out my fleet with 2 Gozantis, strategic advisors, downgrading ships, etc?
Is winning the bid of utmost importance vs MSU? (and if so, is it because going first is a huge advantage or is it because MSU can be hard-countered in objectives?) or should I not even think about it and just cram as much power as possible in my list?
I know that bringing squadrons will be important because I can straight up deny Sato if I bubble-wrap my ships, but how are squadrons in general vs MSU? Should I aim for just enough squadrons as an escort to muck up his spotters, or if I'm bothering to bring fighters at all should I go all-in on them? If he switches to something like Ackbar does the advice change significantly?
So as Imperial, where am I right and wrong on the above? Is there a solid counter to fast ships and/or ordnance focus and/or MSU I'm just not piecing together? (Any general advice against Rebel MSU is also welcome because I could very much imagine him switching more to CR90s if closing to short range doesn't work out for him, and my mind just isn't seeing the strongest way to deal with many fast threats at once backed by an enormous activation advantage)
Edited by player4608605