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Tollmaster13

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Posts posted by Tollmaster13


  1. With that much potential damage on the board, I'd also recommend shifting around to fit Avenger on the ISD, if possible, or maybe swap the XI7's for SW-7's. If you roll a fistful of blue accuracies, you can lock out whatever tokens the opponent has left, then convert the remainder into damage. If you activate the ISD last, your opponent has to choose between sucking eight black dice to the face and save the tokens for the ISD, or use up their tokens and take a guaranteed five damage from Avenger.

     

    I could see the combination of Avenger/SW-7's being really good especially if I swapped the Raiders to Raider-II's with overload pulse. The only problem I have with Avenger shenanigans is that I don't like being tied to a specific activation order, since my opponent is often really motivated to get whatever is square in the sights of my ISD out of the way, which is easier for them if I'm moving it last.

     

    Do you find the advanceds do better than say 6 regular tie squadrons?

     

    I haven't gone up against any really heavy squadron lists yet, so it may be too early to tell. But I do like the extra bulk the advanceds give, since regular TIEs just feel sooo fragile. Can't tell you how many times I've had one get vaped in a single turn by an X-wing rolling 3 hits (which out of 4 die, isn't all that unlikely). I also like being able to activate all my fighters with just a single command from my ISD, and let the rest of the fleet do its thing. Since I'm not doing a lot with only 48 points of squadrons either way, my theory is I'd rather have something with the bulk to hold enemy fighters in place until I can get a raider in position to hose down the swarm.

     

    But I'd definitely welcome any ideas about squadron composition. Anyone have any reliable generalist squadron lists they like to run ~50 points?


  2. Thanks for the feedback everybody!

     

    On the gladiator I would drop Ordnance Experts, imo they are redundant with Screed to proc APT's when you roll. Granted it's only on one attack per ship, it's also one face up damage card you can deal.

     

    I agree with Spaceman on the removal of Ordnance Experts. On a raider, you only have two black dice. Screed will be more than enough to guarantee plenty of damage. with a gladiator, you'll have to be insanely unlucky to roll 4 blanks. With screed you'll average 4+ damage (plus a face up).

     

    Did a little bit of experimenting this weekend, and I definitely agree with the removal of ordinance experts. Not to say that they aren't useful, but especially on the Raiders, more often than not they just aren't improving damage output when I also have Screed to get that hit/crit. Since Screed makes you burn a die to get the result, a marginal improvement on the worst die doesn't matter when you're discarding it anyway. I was really surprised that even the Gladiator's side arc doesn't usually see a big improvement with ordinance experts when I already have Screed.

     

    You take Ordnance Experts on Raiders for the Anti-Squadron dice.

     

    This was where I felt the absence of ordinance experts a bit. Not having it really felt like it knocked me down from getting 2 anti-squadron hits pretty consistently to 1 hit. Don't think it's worth the points for that alone, but I did notice.


  3. Hey everybody. Just recently got into Armada, and after playing a few games with the wife and some friends, I'm looking to start playing at my FLGS and maybe some tournaments. I've spent a lot of time lurking, and think I've come up with a pretty competitive build, but would love to get some feedback before I take this show on the road.

     

    Faction: Galactic Empire

    Points: 400/400

    Commander: Admiral Screed

    Assault Objective: Advanced Gunnery
    Defense Objective: Hyperspace Assault
    Navigation Objective: Minefields

     

    Imperial II-Class Star Destroyer (120 points)
    -  Admiral Screed  ( 26  points)
    -  Intel Officer  ( 7  points)
    -  Gunnery Team  ( 7  points)
    -  Electronic Countermeasures  ( 7  points)
    -  XI7 Turbolasers  ( 6  points)

    Gladiator I-Class Star Destroyer (56 points)
    Demolisher  ( 10  points)
    -  Ordnance Experts  ( 4  points)
    -  Engine Techs  ( 8  points)
    -  Assault Proton Torpedoes  ( 5  points)

    Raider-I Class Corvette (44 points)
    -  Ordnance Experts  ( 4  points)

    Raider-I Class Corvette (44 points)
    -  Ordnance Experts  ( 4  points)

    4 TIE Advanced Squadrons ( 48 points)

     

    My primary goal with this build is to have something that's flexible, aggressive, and fun to play with. I know that no one build is good against everything, but ideally I'd like to be competitive against all comers, so I can stick with one lineup and work on improving my play.

     

    I figured 4 squadrons of TIE Advanced was the bare minimum I could go with to slow down fighter-heavy lists while still retaining some usefulness against an all-ship opponent. The Raiders also feel like they want Assault Proton Torpedoes to really take advantage of Screed, but I don't see where I can spare the points for them, since everything else feels pretty essential.

     

    Any feedback would be great. Thanks!

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