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Posts posted by Choomie
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Thank you both for the great feedback. I want to try out Gov. Pryce still, so I made some modifications.
Assault: Most Wanted
Defense: Contested Outpost
Navigation: Solar CoronaVictory II (85)
• Moff Jerjerrod (23)
• Governor Pryce (7)
• Veteran Gunners (5)
• Disposable Capacitors (3)
• Dual Turbolaser Turrets (5)
= 128 PointsGladiator I (56)
• Intel Officer (7)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Concussion Missiles (7)
• Demolisher (10)
= 92 PointsRaider I (44)
• Agent Kallus (3)
• Ordnance Experts (4)
• Quad Laser Turrets (5)
• Flechette Torpedoes (3)
= 59 PointsGozanti Cruisers (23)
• Comms Net (2)
= 25 PointsGozanti Cruisers (23)
• Comms Net (2)
= 25 PointsSquadrons:
• Ciena Ree (17)
• Dengar (20)
• Howlrunner (16)
• Soontir Fel (18)
= 71 PointsTotal Points: 400
With this kind of fleet, will it matter if I am first or second player?
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Dir. Isard was a last minute change, I originally had a Weapons Liason in that slot.
What would you recommend for objectives?
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I was doing some thinking about games in my local "meta", that is, games with my friends. About 8 of us play (me being the newbie) and I took some notes on what I commonly saw. There was a definite emphasis on bombers, slow capital ships, and a focus on objectives, namely the space station. I wanted to try and counteract this with enough firepower to hopefully squash aces and bombers and outmaneuver enemies trying to overpower me.
Name: 4x4
Faction: Imperial
Commander: Moff JerjerrodAssault: Opening Salvo
Defense: Contested Outpost
Navigation: Superior Positions[Flagship] Victory I (73)
• Moff Jerjerrod (23)
• Governor Pryce (7)
• Veteran Gunners (5)
• Dual Turbolaser Turrets (5)
= 113 PointsGladiator I (56)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Concussion Missiles (7)
• Insidious (3)
= 78 PointsRaider I (44)
• Agent Kallus (3)
• Quad Laser Turrets (5)
• External Racks (3)
• Impetuous (4)
= 59 PointsQuasar Fire I (54)
• Director Isard (3)
• Flight Controllers (6)
• Boosted Comms (4)
• Stronghold (5)
= 72 PointsSquadrons:
• Ciena Ree (17)
• Dengar (20)
• Howlrunner (16)
• Soontir Fel (18)
= 71 PointsTotal Points: 393
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Thank you very much for the feedback! I went ahead and made some changes as reflected below:
Assault: Most Wanted
Defense: Planetary Ion Cannon
Navigation: Solar CoronaVictory II (85)
• Darth Vader (36)
• Wulff Yularen (7)
• Disposable Capacitors (3)
• Enhanced Armament (10)
• Leading Shots (4)
• Dominator (12)
= 157 PointsArquitens Light Cruiser (54)
• Captain Needa (2)
• Electronic Countermeasures (7)
• Turbolaser Reroute Circuits (7)
= 70 PointsArquitens Light Cruiser (54)
• Intel Officer (7)
• Electronic Countermeasures (7)
• Turbolaser Reroute Circuits (7)
= 75 PointsGozanti Cruisers (23)
• Hondo Ohnaka (2)
• Comms Net (2)
= 27 PointsGozanti Cruisers (23)
• Slicer Tools (7)
= 30 PointsSquadrons:
• 5 x TIE Fighter Squadron (40)
= 40 PointsTotal Points: 399
I like Vader as a general commander, and I think he is simple but effective at keeping the offense up. I have him aboard the VSD, which serves as my tanky battleship. I am hoping that the gozanti comms net will be of use to pump up the shields of the Dominator.
As a second idea, I might try Tarkin instead if Vader but I will have to move some stuff around.
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Hello, everyone. This is my first ever Imperial fleet, and it is a Frankenstein of some of my favorite concepts. I am very new to the game, I've only ever played it the three times so I am definitely looking for advice. I don't want to stray too far from this concept, but I am open to modifications. I am also looking for advice on how to run this (optimal starting position maybe, what assault, defense, and navigation cards are recommended for this?)
Name: Floating Fortress v3
Faction: Imperial
Commander: General Tagge
Assault: ?
Defense: ?
Navigation: ?
[Flagship] Arquitens Light Cruiser (54)
• General Tagge (25)
• Intel Officer (7)
• Electronic Countermeasures (7)
• Turbolaser Reroute Circuits (7)
= 100 Points
Arquitens Light Cruiser (54)
• Captain Needa (2)
• Electronic Countermeasures (7)
• Turbolaser Reroute Circuits (7)
• Hand of Justice (4)
= 74 Points
Quasar Fire II (61)
• Instructor Goran (7)
• Flight Controllers (6)
• Ruthless Strategists (4)
• Stronghold (5)
= 83 Points
Gozanti Cruisers (23)
• Hondo Ohnaka (2)
• Comms Net (2)
= 27 Points
Gozanti Cruisers (23)
• Slicer Tools (7)
• Phylon Q7 Tractor Beams (6)
• Suppressor (4)
= 40 Points
Squadrons:
• Howlrunner (16)
• Black Squadron (9)
• Valen Rudor (13)
• Saber Squadron (12)
• Soontir Fel (18)
• TIE Fighter Squadron (8)
= 76 Points
Total Points: 400The Jabbawookie reacted to this

Returning to the Game: Dodonna Bombers
in Star Wars: Armada Fleet Builds
Posted
Hello, everyone. I'm planning on returning to the game and I wanted to try this out. I really like the bomber archetype and I am starting to get invested in the Rebellion more than the Empire at the moment. After some research across the web, this is what I came up with. It feels like a Frankenstein-type of a list and I wasn't sure how optimal this would be.
Faction: Rebel
Commander: General Dodonna
Assault: Precision Strike
Defense: Contested Outpost
Navigation: Solar Corona
CR90 Corvette B (39)
• General Dodonna (20)
• Major Derlin (7)
• Reinforced Blast Doors (5)
• Dodonna's Pride (6)
= 77 Points
Nebulon-B Escort Frigate (57)
• Adar Tallon (10)
• Fighter Coordination Team (3)
• Spinal Armament (9)
• Yavaris (5)
= 84 Points
Pelta Assault Ship (56)
• General Draven (3)
• Fighter Coordination Team (3)
• All fighters, Follow Me! (5)
• Flechette Torpedoes (3)
= 70 Points
GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bomber Command Center (8)
• Boosted Comms (4)
• Bright Hope (2)
= 39 Points
Squadrons:
• Norra Wexley (17)
• Gold Squadron (12)
• Luke Skywalker (20)
• Rogue Squadron (14)
• Ten Numb (19)
• Dagger Squadron (15)
• Jan Ors (19)
• Green Squadron (12)
= 128 Points
Total Points: 398