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Posts posted by Vondodo
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What expansions do you own?
Sounds like Mc80B mk raymus, MC30 h9 oe apt, gr75 bcc?, trcvette with squads. Maybe Rieekan cause he is easy.
I have all expansions up to wave 4
This is pretty straightforward:
Rieekan Aces, Gunnery Teams & a couple of rogues to make decisions easy, plus it gives a whole bunch of different things to play with.
[ REBEL FLEET (394 points)
1 • MC80 Star Cruiser - Lando Calrissian - Gunnery Team - Spinal Armament - Mon Karren (124)
2 • GR-75 Medium Transports - General Rieekan - Comms Net - Boosted Comms - Bright Hope (56)
3 • Assault Frigate Mark II B - Flight Commander - Gunnery Team - Turbolaser Reroute Circuits - Paragon (94)
4 • Dash Rendar Outrider (24)
5 • Wedge Antilles X-wing Squadron (19)
6 • ''Dutch'' Vander Y-wing Squadron (16)
7 • Jan Ors Moldy Crow (19)
8 • Tycho Celchu A-wing Squadron (16)
9 • Han Solo Millennium Falcon (26)
or simpler squadron makeup with BCC to help X-wings be better (plus people like playing Luke & Han):
[ REBEL FLEET (394 points)
1 • MC80 Star Cruiser - Lando Calrissian - Gunnery Team - Spinal Armament - Mon Karren (124)
2 • GR-75 Medium Transports - General Dodonna - Bomber Command Center - Boosted Comms - Bright Hope (52)
3 • Assault Frigate Mark II B - Flight Commander - Gunnery Team - Turbolaser Reroute Circuits - Paragon (94)
4 • Luke Skywalker X-wing Squadron (20)
5 • X-wing Squadron (13)
6 • X-wing Squadron (13)
7 • X-wing Squadron (13)
8 • Y-wing Squadron (10)
9 • Y-wing Squadron (10)
10 • Jan Ors Moldy Crow (19)
11 • Han Solo Millennium Falcon (26)
Thank you a lot sir
i guess first is better because i can0t use 2 Y wings ty.Oh... so it is 1 of each figure, not 1 of each expansion??? Because the Reb fighter expansion comes with 2 Y wings.
Yep but only 1 card so i'd have to use Tycho Celchu
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What expansions do you own?
Sounds like Mc80B mk raymus, MC30 h9 oe apt, gr75 bcc?, trcvette with squads. Maybe Rieekan cause he is easy.
I have all expansions up to wave 4
This is pretty straightforward:
Rieekan Aces, Gunnery Teams & a couple of rogues to make decisions easy, plus it gives a whole bunch of different things to play with.
[ REBEL FLEET (394 points)
1 • MC80 Star Cruiser - Lando Calrissian - Gunnery Team - Spinal Armament - Mon Karren (124)
2 • GR-75 Medium Transports - General Rieekan - Comms Net - Boosted Comms - Bright Hope (56)
3 • Assault Frigate Mark II B - Flight Commander - Gunnery Team - Turbolaser Reroute Circuits - Paragon (94)
4 • Dash Rendar Outrider (24)
5 • Wedge Antilles X-wing Squadron (19)
6 • ''Dutch'' Vander Y-wing Squadron (16)
7 • Jan Ors Moldy Crow (19)
8 • Tycho Celchu A-wing Squadron (16)
9 • Han Solo Millennium Falcon (26)
or simpler squadron makeup with BCC to help X-wings be better (plus people like playing Luke & Han):
[ REBEL FLEET (394 points)
1 • MC80 Star Cruiser - Lando Calrissian - Gunnery Team - Spinal Armament - Mon Karren (124)
2 • GR-75 Medium Transports - General Dodonna - Bomber Command Center - Boosted Comms - Bright Hope (52)
3 • Assault Frigate Mark II B - Flight Commander - Gunnery Team - Turbolaser Reroute Circuits - Paragon (94)
4 • Luke Skywalker X-wing Squadron (20)
5 • X-wing Squadron (13)
6 • X-wing Squadron (13)
7 • X-wing Squadron (13)
8 • Y-wing Squadron (10)
9 • Y-wing Squadron (10)
10 • Jan Ors Moldy Crow (19)
11 • Han Solo Millennium Falcon (26)
Thank you a lot sir
i guess first is better because i can0t use 2 Y wings ty. -
I am sorry to ask this but this situation happened.
I have a friendly tournament Tomorrow (rules are 1X from any expansion from waves 1-4).
I wrote my empire list...
But a friend of mine starting to play armada wants to come with me and borrow rebels (its a super friendly environment so i think even beginners will enjoy).
But i'm not a veteran myself and i always used empire and i am not good at writing rebel lists...(tried once and did really bad).
So i wonder if anyone could help me or at least give me some ideas to write a rebel list easy to play possibly involving a liberty and an mc30 (but not necessarily)
Thank you a lot
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Or OLP ON THE Avenger...and within 2 seconds of posting everyone and their dog on the forums shuts you down by reminding you the order of crit effects and defence tokens
I am relatively new to the game and i will try the combo on friday XD.
OLP on an interdoctor and avenger on the isd obviously and screed to ensure it to work.
But i am also thinking about just using the double arc and keeping everything on the ISD
Point is, i thought that being predictable isn t that much of a problem when you are facing a slow MC80 that throws a bucket of dices at you at long range but is totally uncapable of moving.
And paired with proper area control from the interdictor could actually work :|
Currently ackbar mc80 is the thing i hate the most (its not OP, but forces boring strategies imho) and if i can disincentivate its use in my play Group i will do anything i can ._.
If not i will learn something new

i Also like the Jumpmaster, + mauler + soontir + boba + tied advanced.
But i rarely meet players with lot of squadrons so they end up being wasted points.
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Thank you
For squads the above suggestion is solid, but I'd avoid Bobba and IG. Theyre good, but they just cost so much. Jumpmaster, Rhymer, 2 Tie-A, Soontir, Mauler. More auto damage for cheaper. Where are the activations coming from? _/(.-.)\_
=85 points.
bobba is the 3rd bomber :| its slow but used to threaten with 1 free damage if put in an opponent ship route could be fun for area control i thought.
I also put an expanded hangar on the gozanti The idea was to use gozanti to activate 4 if needed to cover a flank while the ISD takes care of capital ship (i am really scared about Ackbar home one with his bucket of long range dices).
With Bobba (2 bomber midrange+ 1 damage if distance 1) and mauler damaging fighters just by moving i could activate most stuff with a gozanti command + 1 token
But it seems i'll have to change the list.
I miss the victory expansion for motti i'll see if i can find one cheap.
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Id totally replace interdictor with a vsd-2 as an ion-cannon platform. Lot more punching power. Gunnery team, warlord title, overload pulse, h9. Roughly the same price, lot more firepower. Squadrons: Jumpmaster, 2x tie advanced, mauler, boba, ig88, this is 98 Points all together.
But overload pulse combos with avenger and i can t use it on a victory while would be useless on the ISD unless i manage to get the target on both firing arcs at medium/close distance.
And wullf yularen combos with projection experts
and targeting scrambles combos with interdictor ._.
While the grav shifts would help me with Dangerous territory
I would lose ton of support.
The part about jumpmaster and mauler is awesome

But losing the 3 bombers would not be good if opponent plays with minimal fighter support (some will for sure)
Would something like this work?
EMPIRE FLEET 90/400
1 • JumpMaster 5000 - JumpMaster 5000 (12)
• Total : 12 • Code : e23
2 • ''Mauler'' Mithel TIE Fighter Squadron - TIE Fighter (15)
• Total : 15 • Code : e10
3 • Major Rhymer TIE Bomber Squadron - TIE Bomber (16)
• Total : 16 • Code : e8
4 • TIE Bomber Squadron - TIE Bomber (9)
• Total : 9 • Code : e9
5 • TIE Advanced Squadron - TIE Advanced (12)
• Total : 12 • Code : e12
6 • Boba Fett Slave 1 - Firespray-31 (26)
• Total : 26 • Code : e16
And i could put boosted comms on the ISD
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Hi everyone
I need help on building a big ship list for a friendly casual tournament (fleet building limitation to 1X of each expansion)
In particular i need help with squadrons (99 pt)
I expect to face some ackbar list or some small ship list with fighter support.
For now i was thinking about the overload pulse/avenger combo to get rid of ackbar while keeping other ships at bay with my squadrons
And a strong support combo from the interdictor.
I'd like to include Rhymer + 2 tie bombers and a firespray/bobba fett (i'd like bobba fett more to hinder ships movement in case opponent uses few squadrons) if possible
But i dunno how to defend them properly.
Also i'd like to go 2nd due to objectives
1 • Objectives - - Advanced Gunnery (0) - Hyperspace Assault (0) - Dangerous Territory (0)
EMPIRE FLEET 301/400
1 • Imperial II-class Star Destroyer - Imperial-class Star Destroyer (120) - Admiral Screed (26) - Avenger (5)
• Total : 151 • Code : e14c6f15
2 • Interdictor Suppression Refit - Interdictor (90) - Wulff Yularen (7) - Projection Experts (6) - Targeting Scrambler (5) - Grav Shift Reroute (2) - Overload Pulse (8) - Interdictor (3)
• Total : 121 • Code : e29o1s4h2h4i1f28
3 • Gozanti-class Cruisers - Gozanti (23) - Comms Net (2) - Boosted Comms (4)
• Total : 29 • Code : e27b2g3While i am here i'd ask a couple questions about rules also:
How does overload pulse works? does it replace critical effect once i manage to get past shields or i can spend it even if i don't get past shields? and can i resolve another normal critical if i do?
Other question is: does targeting scrambler works against squadrons attacking my ships? and if so does it happen before or after bomber command center reroll/s?
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I would design a fleet support card that removes the keyword "bomber" to squadrons at distance 1-3
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1) triangles
2) more triangles
3) quoting Ackbar on almost any manouver ....
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Thank you a lot
i see where i was wrong...Would this go better?
I could swap Mawler mither for 2 tie fighters... but i like how it put some pressure on enemy fighters (also has defense).
EMPIRE FLEET 399/400
1 • Imperial II-class Star Destroyer - Imperial-class Star Destroyer (120) - Admiral Screed (26) - Boosted Comms (4) - Electronic Countermeasures (7) - Avenger (5)
• Total : 162 • Code : e14c6g3d1f152 • Interdictor Suppression Refit - Interdictor (90) - Wulff Yularen (7) - Projection Experts (6) - Targeting Scrambler (5) - Grav Shift Reroute (2) - Overload Pulse (8) - Interdictor (3)
• Total : 121 • Code : e29o1s4h2h4i1f283 • Gladiator I-class Star Destroyer - Gladiator-class Star Destroyer (56) - Assault Proton Torpedoes (5) - Demolisher (10)
• Total : 71 • Code : e5n4f124 • ''Mauler'' Mithel TIE Fighter Squadron - TIE Fighter (15)
• Total : 15 • Code : e10
5 • TIE Interceptor Squadron - TIE Interceptor (11)
• Total : 11 • Code : e7
6 • TIE Interceptor Squadron - TIE Interceptor (11)
• Total : 11 • Code : e7
7 • TIE Fighter Squadron - TIE Fighter (8)
• Total : 8 • Code : e48 • Objectives - Objectives (0) - Advanced Gunnery (0) - Hyperspace Assault (0) - Dangerous Territory (0)
• Total : 0 • Code : e0a1a8a10 -
So i am trying to build a list for a small shop tournament.
I wonder if this could work, there are not so many experienced SWA players.
I have 1X everything (except victory SD pack)
EMPIRE FLEET 400
0 • Objectives - Objectives (0) - Opening Salvo (0) - Hyperspace Assault (0) - Superior Positions (0)
1 • Imperial II-class Star Destroyer - Imperial-class Star Destroyer (120) - Admiral Screed (26) - Defense Liaison (3) - Boosted Comms (4) - Electronic Countermeasures (7) - Overload Pulse (8) - Avenger (5)
• Total : 173 • Code : e14c6o4g3d1i1f152 • Interdictor Suppression Refit - Interdictor (90) - Wulff Yularen (7) - Projection Experts (6) - Targeting Scrambler (5) - Grav Shift Reroute (2) - Interdictor (3)
• Total : 113 • Code : e29o1s4h2h4f283 • Gladiator I-class Star Destroyer - Gladiator-class Star Destroyer (56) - Assault Proton Torpedoes (5) - Demolisher (10)
• Total : 71 • Code : e5n4f124 • Major Rhymer TIE Bomber Squadron - TIE Bomber (16)
• Total : 16 • Code : e8
5 • TIE Bomber Squadron - TIE Bomber (9)
• Total : 9 • Code : e9
6 • Firespray-31 - Firespray-31 (18)
• Total : 18 • Code : e17And if its viable, could you give me some ideas to write a comparable Rebel list for a friend having everything 1X?
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Since i don't really want the millennium falcon, (for big ships i have armada i'd like to stick to small ships)
Could i go with these:
1 Core set TFA
1 Imperial Vets
1 Rebel Aces
Or i am missing something for 1 side (i just want to play with friends and have balance and a little replayability if possible).
taulover55 reacted to this -
Go for the force awakens core set (the Blue one) to get yourself all that is needed to play, how much is that one in your local? the original core set is also good (it has Biggs for Rebels) but most people prefer the new damage deck and the T70.
depending on how much you have left, i'd go for the tie advanced prototype for Imperials and personally an A or B wing for Rebels (i'd go for rebel aces so you get both but this will depend on your available funds) or another T 70 x wing.
failing that get 2 core sets and then you have 2 x's, 2 normal ties and 2 First Order ties
It costs 40 and i'd like to spend about 100.
Would be enough buying the core set and 2 aces packs (rebels and imperial...not sure if they are still available) or its better to get what you said?
taulover55 reacted to this -
Hi everyone i am a starwars armada player, since i won 40 Euro of products in a small torunament i thought i could spend some more to get to play xwing when we are short on time....
Problem is i have to cash that prize in a couple of days and all starting guide i found were quite outdated.
I don't plan on spending too much on this since armada is already expensive

So i wonder what should i buy for 2 players (possibly different ships).
first of all wich starting set awakens or regular or both?
Thank you.
taulover55 reacted to this -
While i am here. is the laser targetlock from army painter to check hull arc tournament legal?
Not that i plan to play a tournament just wondering
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I'll never play tournaments

Also dices are out of stock everywhere .....
I'll just wait

thank you for the answers.
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Hi i play armada with friends mostly.
1) So we have this doubt about collisions.
Lets consider a Victory impacting frontally with an MC 80.
Both ships are too slow to pass after the other.
are they stuck there until the end of the match or there is a way to escape that lock...
Maybe i can rotate them at least during their maneuver even if taking damage?
2) Another doubt i have regards those abilities that says "you can spend a dice" to turn one dice to the X face.
Should i avoid throwing said dice thus consuming 2 dices for 1 chosen result or just use 1?
3) This last is about accuracy dice:
I saw a vid in wich the targeted defense token was exausted...should i exaust the targeted token or only put it aside?
4) can i attack the same opponent hull zone from the same ship if the attack comes from 2 different hulls of the attacker
then a ruler question:
I was looking for an official plastic (or non cardboard) replacement for the range tool ... does any exists?
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I am a newbie gamer i wonder if this list could work:
EMPIRE FLEET 399/400
1 • Imperial II-class Star Destroyer - Imperial-class Star Destroyer (120) - Grand Moff Tarkin (38) - Electronic Countermeasures (7) - Heavy Turbolaser Turrets (6)
• Total : 171 • Code : e14c1d1t52 • Gladiator II-class Star Destroyer - Gladiator-class Star Destroyer (62) - Engine Techs (8) - Insidious (3)
• Total : 73 • Code : e6s3f133 • Victory II-class Star Destroyer - Victory-class Star Destroyer (85) - Overload Pulse (8)
• Total : 93 • Code : e2i14 • Raider II-class corvette - Raider class corvette (48) - NK-7 Ion Cannons (10) - Impetuous (4)
• Total : 62 • Code : e24i4f22And if Yes could you help me choosing some objectives ?
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Well.... i learnt fast why Ackbar + home one are so hated....
Don't get me wrong in the end Imperials did win....but only because ackbar and home one were so braindead that led rebel player to be overconfident and thought he could face half imperial list with only home one.
Infact he could, until imperials decided to crash their Victory one against the front of MC 80 while the ISD fired close range on the side with bobba fett and vader supporting.....
In the meantime the other side with a gladiator and 3 squadrons was keeping busy han solo, the MKII frigate, Luke and other squadrons long enough to get rid of the home one...this side was almost wiped out (Killing the CR90 at least) but gained time for ISD and Victory I so Ackbar could not repel a firepower of that magnitude.
Ackbar is indeed beatable.... but is totally unfun, i guess i will replace it despite being my fave SW character.
Any suggestion to make the rebel list a little less "braindead" while not making them too weak?
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I know you are building 2 fleets to play against each other. If you have a second ECM card the ISD could really use it especially when facing an MC80a Ackbar assisted volley.
According to wiki there is an extra copy in the MK II box so i should have 2.
Had to remove the card to recover shields...
[ REBEL FLEET (399 points)1 • MC80 Assault Cruiser - Admiral Ackbar - Engine Techs - Advanced Projectors (166)
2 • Assault Frigate Mark II A - Weapons Liaison - Point-Defense Reroute - Electronic Countermeasures - Enhanced Armament (106)
3 • Luke Skywalker X-wing Squadron (20)
4 • Han Solo Millennium Falcon (26)
5 • X-wing Squadron (13)
6 • A-wing Squadron (11)
7 • Y-wing Squadron (10)
8 • CR90 Corellian Corvette A - Leia Organa (47)
http://armada.fabpsb.net/permalink.php?sq=r18c9s3d2r7o4g2d1t1r5r20r6r13r9r1o3 ]
r18c9s3d2r7o4g2d1t1r5r20r6r13r9r1o3
-----------------------------------[ EMPIRE FLEET (399 points)1 • Imperial II-class Star Destroyer - Grand Moff Tarkin - Engineering Captain - Electronic Countermeasures - SW-7 Ion Batteries (176)
2 • Victory I-class Star Destroyer - Support Officer - Ruthless Strategists - Boosted Comms (85)
3 • Gladiator I-class Star Destroyer - Insidious (59)
4 • Darth Vader TIE Advanced Squadron (21)
5 • Boba Fett Slave 1 (26)
6 • TIE Fighter Squadron (8)
7 • TIE Fighter Squadron (8)
8 • Aggressor Assault Fighter (16)
http://armada.fabpsb.net/permalink.php?sq=e14c1o11d1i5e1o14w4g3e5f13e11e16e4e4e21 ]
e14c1o11d1i5e1o14w4g3e5f13e11e16e4e4e21
I hope the 2 are balanced now i'd rather have the empire slightly less powerful (since i plan to use it and don t want friends to complain
).than the opposite. -
Fixed according to your suggestions
i put aggressors assault fighter instead of the bombers because they seemed better for the list i will also replace the liasons as we get better[ REBEL FLEET (399 points)
1 • MC80 Assault Cruiser - Admiral Ackbar - Engine Techs - Advanced Projectors (166)
2 • Assault Frigate Mark II A - Weapons Liaison - Point-Defense Reroute - Electronic Countermeasures - Enhanced Armament (106)
3 • Luke Skywalker X-wing Squadron (20)
4 • Han Solo Millennium Falcon (26)
5 • X-wing Squadron (13)
6 • A-wing Squadron (11)
7 • Y-wing Squadron (10)
8 • CR90 Corellian Corvette A - Leia Organa (47)
http://armada.fabpsb.net/permalink.php?sq=r18c9s3d2r7o4g2d1t1r5r20r6r13r9r1o3 ]
r18c9s3d2r7o4g2d1t1r5r20r6r13r9r1o3-----------------------------------------------[ EMPIRE FLEET (400 points)
1 • Imperial II-class Star Destroyer - Grand Moff Tarkin - Defense Liaison - Ruthless Strategists - Boosted Comms - Redundant Shields - SW-7 Ion Batteries (182)
2 • Victory I-class Star Destroyer - Weapons Liaison - Boosted Comms (80)
3 • Gladiator I-class Star Destroyer - Insidious (59)
4 • Darth Vader TIE Advanced Squadron (21)
5 • Boba Fett Slave 1 (26)
6 • TIE Fighter Squadron (8)
7 • TIE Fighter Squadron (8)
8 • Aggressor Assault Fighter (16)
http://armada.fabpsb.net/permalink.php?sq=e14c1o2w4g3d3i5e1o4g3e5f13e11e16e4e4e21 ]
e14c1o2w4g3d3i5e1o4g3e5f13e11e16e4e4e21 -
I found a nice discount during a boardgame event....
So i added to the core pack:Empires
- imperial star destroyer
- GladiatorRebels
- Mc80 home
- MkII frigateSquads
- Rebels
- Empire
- Rogues&villainsSince i play with friends i will try Mad cat build first (thank you a lot).After that i tried to write a list using most movies stuff.
I don't need to be strong but balanced on the 2 fronts and not too OP or difficult to use.Could this go? if not any suggestion would help to learn how to build------------------------------------
[ REBEL FLEET (400 points)
1 • MC80 Assault Cruiser - Admiral Ackbar - Leia Organa - Engine Techs (163)
2 • Assault Frigate Mark II A - Weapons Liaison - Point-Defense Reroute - Electronic Countermeasures - Enhanced Armament (106)
3 • Nebulon-B Support Refit (51)
4 • Luke Skywalker X-wing Squadron (20)
5 • Han Solo Millennium Falcon (26)
6 • X-wing Squadron (13)
7 • A-wing Squadron (11)
8 • Y-wing Squadron (10)
http://armada.fabpsb.net/permalink.php?sq=r18c9o3s3r7o4g2d1t...]
r18c9o3s3r7o4g2d1t1r4r5r20r6r13r9-------------------------------------[ EMPIRE FLEET (400 points)
1 • Imperial II-class Star Destroyer - Grand Moff Tarkin - Defense Liaison - Ruthless Strategists - Boosted Comms - Redundant Shields - SW-7 Ion Batteries (182)
2 • Victory II-class Star Destroyer (85)
3 • Gladiator I-class Star Destroyer - Captain Needa - Nav Team (62)
4 • Darth Vader TIE Advanced Squadron (21)
5 • Boba Fett Slave 1 (26)
6 • TIE Fighter Squadron (8)
7 • TIE Fighter Squadron (8)
8 • TIE Fighter Squadron (8)
http://armada.fabpsb.net/permalink.php?sq=e14c1o2w4g3d3i5e2e...]
e14c1o2w4g3d3i5e2e5o15s2e11e16e4e4e4 -
Hi everyone i have a group of friends really dedicated to tactical games.
We play Battle of westeros, memoires and many other so we stumbled on this.
We already noticed the core set is somehow lacking and i wonder what should i buy to get enough for a nice game without too much fleet building (we like more scenario i hope the coming expansion will take care of that).
BTW considering i have to move everything alone each time we play, what should i buy?
I'd like a lot to get:
-Imerial class star destroyer
-admiral ackbar MC80
-rogues and villains. (millenium falcon >.<)
(then a 1 pack of each squadron expansions maybe?... squadrons are the more annoying to move around)
Due to being iconic in the movies

but some people told me i'd better start with:
-gladiator
-assault frigate Mkii
So what should i get first?
And can i build 2 decent lists with them? (we play casual yet we are quite experienced in this sort of games)
Thank you a lot.

Need help for a rebel list
in Star Wars: Armada Fleet Builds
Posted
Didn't know ... time to change my imperial list then