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RogerWilco15

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  1. Alright after a few swaps and painful cuts this is my second iteration of the list that I'll try out in my first 400pt game. I added the BCC/Leia GR, an X-Wing and a couple B-Wings but I didn't have the room to add Ahsoka and Boosted Comms. Ahsoka's command efficiency was filled by Leia and Raymus Antilles, and hopefully I can manage not having Boosted Comms. The cut I'm most unsure about is AFFM but I have Wedge and FCT, and I think it will take me some play time to determine the right combo of those three upgrades to use for the B-Wings. I wish I had a couple more points for a bid too but that definitely wasn't a priority and I'm not sure how much that even matters in Armada. It has been challenging fitting everything I want into the list but I think that's a testament to how balanced things seem to be which is great. Everyone's help and insight has been invaluable just starting out. Hopefully this list doesn't make you feel like you've wasted your time with me! First Fleet 2.0 Author: RogerWilco Faction: Rebel Alliance Points: 399/400 Commander: Kyrsta Agate (com) Assault Objective: Precision Strike Defense Objective: Fighter Ambush Navigation Objective: Superior Positions [ flagship ] Starhawk-class Battleship Mark I (140 points) - Kyrsta Agate (com) ( 20 points) - Concord ( 12 points) - Major Derlin ( 7 points) - Caitken and Shollan ( 6 points) - Magnite Crystal Tractor Beam Array ( 10 points) = 195 total ship cost Modified Pelta-class Command Ship (60 points) - Phoenix Home ( 3 points) - Wedge Antilles ( 4 points) - Raymus Antilles ( 7 points) - Fighter Coordination Team ( 3 points) = 77 total ship cost GR-75 Medium Transports (18 points) - Leia Organa (off) ( 3 points) - Bomber Command Center ( 8 points) = 29 total ship cost 1 X-Wing Squadron ( 13 points) 1 E-Wing Squadron ( 15 points) 3 B-Wing Squadrons ( 42 points) 1 Hera Syndulla ( 28 points) = 98 total squadron cost
  2. I do like the idea of keeping B-Wings in my list and I think I'll up the number to 3 to take advantage of the Pelta's squadron value of 3. I just finished a 200 pt game with my brother and I used a couple B's and the Pelta with Fighter Coord Team and AFFM and I totally saw what you meant about only using AFFM once or twice per match. If I add in officer Wedge and I keep FCT can I drop AFFM? Or is the ability to get those B's into combat in the second round with a squadron command worth it enough to keep AFFM? Adar is an easy drop and I'm considering adding a GR-75 with Bomber Command Center and Leia on it so the BCC would serve the purpose of adding extra damage from the bombers anyways. If I use YT-1300's as an escort, how do I get all of those speed-2 ships into combat efficiently with just the Pelta activating them? Wedge, FCT, and AFFM only affect 3 at a time so it seems like someone would be left behind. I'm really interested in adding the YT-1300 as an escort because I love that ship and that seems like an important role that I do not have, I just wasn't sure how that would work.
  3. I hadn't seen Boosted Comms, that seems like an easy add. And I have the empty space on the Starhawk, I can add Ahsoka to that and with the range 5 it should still provide benefit to the Pelta most of the time right?
  4. Thanks for the clarification about token stacking. The way activations work is making more sense now. So it seems in general durable ships or something cheap like a GR-75 are ok activating early in a round so you can save your fragile and more important ships to activate as late as possible? My B-Wings were intended to be another small source of ship damage since my Starhawk is really the only source of consistent damage, but I also didn't realize how much of the list would have to be built around them. If I was to replace just the B-Wings or start over with my squadrons altogether what are the typical choices?
  5. Thanks for the input! I just have a couple questions to learn more. Are you referring to how I'll get the token to use All Fighters Follow Me? I figured I would stock up on the tokens in the turns leading up to combat and use the Fighter Coordination Team to drag those fighters along at first. I guess more reliably I could put the Phoenix Home title on the Pelta and move Raymus Antilles over to get tokens each turn. I probably don't want to load the Pelta up that much and will just drop AFFM and the B-Wing from the list. I have Ketsu Onyo for ship damage as well, but what are the top choices to fill that role that has more speed? I'm looking at possibly Wedge, Tycho, or Green Squadron as multi-role options instead. I did notice that GR-75s are in everyone's lists right now. Adding one with Comms Net looks like it could let me keep the B's and AFFM. What upgrades are essential on the Starhawk? Caitken and Shollan and Linked Turbolaser Towers have some overlap and I'd probably choose to drop LTT because the Starhawk will be focusing on ships and not squadrons. The Magnite Tractor Beam seems interesting but I would probably drop that as well because it seems pretty extra and not essential. Raymus Antilles can come off as well if I'm adding the GR-75.
  6. Hey guys! I've wanted to get into Armada for a while now and I've finally had the time to sit down and learn the rules a bit and try list building. In this list I wanted to focus on a heavy hitter and some squadrons and I chose what seemed to work well together (to my novice eye) and ships that I like. I omitted objectives because I didn't really spend any time learning those. I'm open to any and all feedback and I appreciate any teaching you're willing to offer. Side question: I plan on playing online, which is better/easier to use, Vassal or Tabletop Simulator? First Fleet Author: RogerWilco Faction: Rebel Alliance Points: 398/400 Commander: Kyrsta Agate (com) [ flagship ] Starhawk-class Battleship Mark I (140 points) - Kyrsta Agate (com) ( 20 points) - Concord ( 12 points) - Raymus Antilles ( 7 points) - Major Derlin ( 7 points) - Caitken and Shollan ( 6 points) - Linked Turbolaser Towers ( 7 points) - Magnite Crystal Tractor Beam Array ( 10 points) = 209 total ship cost Modified Pelta-class Command Ship (60 points) - Adar Tallon ( 10 points) - Fighter Coordination Team ( 3 points) - All Fighters, Follow Me! ( 5 points) = 78 total ship cost 1 Hera Syndulla ( 28 points) 1 Ketsu Onyo ( 22 points) 1 Shara Bey ( 17 points) 1 B-Wing Squadron ( 14 points) 2 E-Wing Squadrons ( 30 points) = 111 total squadron cost
  7. I was just trying to find a practical role for the XS based on its size and bulk, and it would differentiate it from the YT-1300. The non-canon version was almost 3x the size of the YT-1300, and although there's no info out there saying that it's not still that big it looks like they brought it back to the size of the YT freighters at least. Don't count it out as a Republic large base either. As for the Volt Cobra, I don't think there is any info out there about it to know for sure but I would speculate that it would be a turret primary with two arcs. It would be really cool if the two arcs were not fixed opposite of each other but moved independently.
  8. XS Stock Light Freighter: It's canon now and existed during the Galactic Civil War. The canon version seems to be smaller than the one from the Old Republic. It could serve as the Scum VCX-100. Volt Cobra: Medium base turret for Scum and/or Rebels with Lando as a pilot.
  9. If I pair Ketsu with an I6 like Fenn or Han should I take the title off? They would attack before the title tractor would be applied.
  10. I've tried both Asajj (Sense, Latts) and Ketsu (Fearless, Maul, Shadow Caster), and I think I'm still looking for my sweet spot between the durability of Asajj and the firepower of Ketsu. I agree with OP that Ketsu in particular is a challenging ship to fly due to the speed of the dial and only using the front arc. At least Asajj can utilize her Rotate action.
  11. It's unfortunate that they chose to permanently nerf the dial instead of using the built-in 2.0 balancing using points. I could see them nerfing the dial a little, but, c'mon. I think the JumpMaster could use the Sensor slot to give it a boost and an identity among Scum large ships. Imagine Dengar with Advanced Sensors or FCS.... it's thematic for a reconnaissance/scout craft and it makes the ship much more effective despite their best efforts to destroy it.
  12. Ughh a boring morally-ambiguous character in the well explored grey-area of the Star Wars galaxy? I was dying to find out how the recently victorious and reigning New Republic once again becomes underdogs to the defeated Empire or one of its fragments. It can be called Star Wars: Revolution and we could even get a new Stormtrooper armor design. Edit: I really enjoyed Rebels and am looking forward to Resistance but I can appreciate something different, especially in the Solo/Scum corner of the galaxy.
  13. I think this is the reason to not split up Scum into smaller factions. Of the 18 ships Scum has in its inventory, ~10 are from Legends, and many were added early on to catch the faction up to the original two factions. Only 7 ships from Scum are seen being flown by "Scum" in the movies or TV shows, and that includes the Escape Craft. And even more telling for the future of the Scum faction is that only 4 ships are *new* designs from any of the new movies or TV shows (and that still includes the Escape Craft). TLDR: Things are about to get really dry in the Scum pipeline.
  14. I prefer the Dengar build mostly because I prefer flying the JM-5K over the Firespray. Customized YT-1300 Light Freighter - Han Solo - 86 •Han Solo - The Corellian Kid (54) Trick Shot (1) 0-0-0 (3) Latts Razzi (7) Rigged Cargo Chute (4) Engine Upgrade (9) Lando’s Millennium Falcon (6) BT-1 (2) JumpMaster 5000 - Dengar - 85 •Dengar - Vengeful Corellian (64) Expert Handling (6) Rigged Cargo Chute (4) Punishing One (8) R3 Astromech (3) Escape Craft - Lando Calrissian - 26 •Lando Calrissian - Smooth-talking Gambler (26) Total: 197/200 View in the X-Wing Squad Builder You do have me looking at L3 on Han though, I might have to make the switch from Latts. That one use with L3 could prevent a lot of damage, and 0-0-0 is the only way I can put stress on the enemy with this list. And the I6's could use more of a bid.
  15. I think the JumpMaster could really use a Sensor upgrade slot. That would give it more of an identity as a large base Scum ship and help pull it out of the nerf hole that was dug for it during 1st edition and carried over to 2nd. Plus, it's thematic for a ship that was built to scout/map/explore.
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