Intro Game

By Warkat2020, in Star Wars: Armada Fleet Builds

Hi Guys

Been ages since I have been last on but did want to gather some thoughts/advice.

Got an Armada game to fight against a mate at our local club. It's going to be chilled and I'm bringing all the stuff as he doesn't play but want to give it a go.

He has played before but only a few time so has the basic mechanics of the game.

So my question is does anyone have ideas for an easy to play lists that aren't super powerful but can give a good game.

I pretty much have at least one of every ship (and multipuls of smaller) so lists and upgrade shouldn't be an issue.

Any ideas are appreciated

Warkat

Are you looking for a full 400pts match or a smaller 200pts taskforce game? For demo/introduction games I have found that 200 - 250 points are better as they are faster and a bad engagement/deploy isn't the end of the word.

Also for new players, I don't recommend using upgrades besides an admiral, s the new player can be focused on playing instead of remembering all the interactions.

2 list that I have been usingn for some demos are 300 pts

Faction: Rebel
Commander: Admiral Ackbar

Assault:
Defense:
Navigation:

Assault Frigate Mk2 B (72)
• Admiral Ackbar (38)
= 110 Points

CR90 Corvette A (44)
= 44 Points

CR90 Corvette A (44)
= 44 Points

GR-75 Medium Transports (18)
• Expanded Hangar Bay (5)
= 23 Points

Squadrons:
• 3 x X-wing Squadron (39)
• 2 x Y-wing Squadron (20)
• Wedge Antilles (19)
= 78 Points

Total Points: 299

Faction: Imperial
Commander: Darth Vader

Assault:
Defense:
Navigation:

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

Imperial II (120)
• Darth Vader (36)
= 156 Points

Squadrons:
• 6 x TIE Fighter Squadron (48)
• 2 x TIE Bomber Squadron (18)
= 66 Points

Total Points: 300

Why this lists??
1. Iconic Ships and characters only.

2. Both have a strong flagship that is not going to be killed easily.

3. Each list a simple strategy that can be explained in less that 3 minutes.

4. Battle can go either way, generally the rebels win the squadron fight (this is intended) and move to bombard the imperial shipskill the victory. Imps kill both corvettes. The final between the AF and the ISD is a coin toss.

5. If player is experience enough you can add a 100 points in upgrades or a couple extra ships to round both list up: Some ideas on the imperial side is adding a Demolisher o a second Victory, Gunnery teams and Leading shots on the ISD. For the rebels add a TRC to both corvettes, upgrade the AFMKII for an MC80 and some extra fighters.

1 hour ago, DerRitter said:

Are you looking for a full 400pts match or a smaller 200pts taskforce game? For demo/introduction games I have found that 200 - 250 points are better as they are faster and a bad engagement/deploy isn't the end of the word.

Also for new players, I don't recommend using upgrades besides an admiral, s the new player can be focused on playing instead of remembering all the interactions.

2 list that I have been usingn for some demos are 300 pts

Faction: Rebel
Commander: Admiral Ackbar

Assault:
Defense:
Navigation:

Assault Frigate Mk2 B (72)
• Admiral Ackbar (38)
= 110 Points

CR90 Corvette A (44)
= 44 Points

CR90 Corvette A (44)
= 44 Points

GR-75 Medium Transports (18)
• Expanded Hangar Bay (5)
= 23 Points

Squadrons:
• 3 x X-wing Squadron (39)
• 2 x Y-wing Squadron (20)
• Wedge Antilles (19)
= 78 Points

Total Points: 299

Faction: Imperial
Commander: Darth Vader

Assault:
Defense:
Navigation:

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

Imperial II (120)
• Darth Vader (36)
= 156 Points

Squadrons:
• 6 x TIE Fighter Squadron (48)
• 2 x TIE Bomber Squadron (18)
= 66 Points

Total Points: 300

Why this lists??
1. Iconic Ships and characters only.

2. Both have a strong flagship that is not going to be killed easily.

3. Each list a simple strategy that can be explained in less that 3 minutes.

4. Battle can go either way, generally the rebels win the squadron fight (this is intended) and move to bombard the imperial shipskill the victory. Imps kill both corvettes. The final between the AF and the ISD is a coin toss.

5. If player is experience enough you can add a 100 points in upgrades or a couple extra ships to round both list up: Some ideas on the imperial side is adding a Demolisher o a second Victory, Gunnery teams and Leading shots on the ISD. For the rebels add a TRC to both corvettes, upgrade the AFMKII for an MC80 and some extra fighters.

These look excellent to me. Maybe swap Howlrunner for 2 of the TIEs.

This is an excellent list.

When abit more complicated in the end truth be told but these are both excellent templates for future use.

Cheers mate :)!!