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Boardy

First Store Event - Friendly Tournament, Empire and Rebels 300 Points

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Have our first ever Armada event coming up, so I'm hoping we can start building a local community for our LGS. Have purchased the following so far - Starter Box, Imp. Gladiator, Rebel Assault Frigate, both Squadron Expansion Packs. I'm not opposed to buying more, but would like guided purchases if I need them rather than filling out the whole set just this instance. The Imperial List is for me (and should be good!) and Rebel list should be for a friend of mine who doesn't own any ships as of yet (and should be less good). 

 

Imperial List - 300 Points:

 

Victory II Class:

- Grand Moff Tarkin (not sure I like him)

- Overload Pulse

- XX-9 Turbo Lasers

 

Gladiator II Class:

- Electronic Counter Measures

- Assault Concussion Missiles

- Demolisher (HUGELY important for me as a new player with a close assault ship)

 

Squadrons:

TIE Fighters [x5]

Howlrunner (because she makes everything better, like any excellent lady)

TIE Interceptors [x2]

 

If memory serves this is 300 on the dot. I don't have objectives chosen yet, we've mostly been doing straight battles as we learn the game. Suggestions for objectives? Also, for Upgrade suggestions, please tell my why - I want to learn about this game!!!

 

 

Rebel List - 300 Points:

 

CR-90 Corvette A

- Electronic Counter Measures

 

Nebulon B Escort Frigate

- Redemption

- General Dodonna

 

Assault Frigate Mark II

- Enhanced Armament

- Electronic Counter Measures (can I have this twice in the same list?)

 

Squadrons:

- A-wing Squadrons [x2]

- X-wing Squadrons [x4]

 

Also need ideas for objectives. I feel less confident about this list, partly because it's a mish mash of the ships that I own, rather than something intentionally constructed. I think my math was a bit off when I made this, so I think I could upgrade one of the squads to a character perhaps. 

 

Also, first thread. Woot.  :D

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ECM isn't unique (look for the circle before the name, you'll find it on all named characters) so you can field as many as you have slots for

 

the Gladiator, sadly, cannot take it (doesn't have the upgrade slot for it in either variant)

 

instead, it can drop down to a Gladiator -1 (you have enough anti-squadron as is) and slap on Engine Techs.

 

 

For tarkin, XX-9 and Overload don't work together (you get 1 choice of critical effect, which is either the default "the first damage card dealt to hull is dealt face-up) or one of the upgrades). Personally, would chuck the XX-9 out the airlock.

 

If you don't like Tarkin, replace him with SKreeeeeed! and slap Wulf on the Gladiator (Wulf + navigate token = spam Engine techs every turn) and 5 extra points. SKreeeeeeed! will guarantee your ACM crits and your overload pulse crits.

 

so now you got a total 285 points. You could give SKreeeed! hangars and flight controllers (dem ties), upgrade to more interceptors, slap on dominator if you're crazy...so many choices!

 

 

as for the Rebs, I understand spreading the points out but the Neb dies the moment you make a mistake. Imo, it's worth putting General D on the space whale. I don't really like Redemption (never really found out how to use it and personally think the Wave 1 titles are far superior) and I don't think the Corv really does anything to merit ECM. Maybe you'd want to try turning it into a B with leading shots & D's pride?

 

Which variant is the AFmk2? Either way, it's titles are insane and should be included somehow.

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Thanks for the reply! I like the look of Screed (and you certainly seem to be a fan) but I'm not sure I understand how he works. Is it - before rolling any dice I remove one from the pool and turn it to a side with a critical mark on it? Or is it - after I roll I can remove a die (preferably a blank one) and make one of the remaining a critical? I can't see through the vague card language. 


 


Good call on the Gladiator and the Engine Tech/Demolisher combo. Can't believe I didn't see that!! The Assault Frigate would have been Mark II A I believe. I'll start working on new lists with the suggested changes. 

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Thanks for the reply! I like the look of Screed (and you certainly seem to be a fan) but I'm not sure I understand how he works. Is it - before rolling any dice I remove one from the pool and turn it to a side with a critical mark on it? Or is it - after I roll I can remove a die (preferably a blank one) and make one of the remaining a critical? I can't see through the vague card language. 

 

Good call on the Gladiator and the Engine Tech/Demolisher combo. Can't believe I didn't see that!! The Assault Frigate would have been Mark II A I believe. I'll start working on new lists with the suggested changes.

It's after you roll that you spend the die.

Just remember, upgrades work within the framework of the game steps. So in the case of screed, just go step by step through the attack process and it becomes clearer when you would use his abilities.

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Alright. Here is my updated version of the Imperial List. Just a few more days til the big event!! Getting excited!!


 


Imperial List - 300 Points:


 


Victory II Class:


- Admiral Screed


- Overload Pulse


 


Gladiator II Class:


- Engine Techs


- Assault Concussion Missiles


- Demolisher


- Wulf Yularen 


 


Squadrons:


TIE Fighters [x5]


Howlrunner


TIE Advanced (to protect Howlrunner)


TIE Interceptors [x2]


Edited by Boardy

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Alright. Here is my updated version of the Imperial List. Just a few more days til the big event!! Getting excited!!

 

Imperial List - 300 Points:

 

Victory II Class:

- Admiral Screed

- Overload Pulse

 

Gladiator II Class:

- Engine Techs

- Assault Concussion Missiles

- Demolisher

- Wulf Yularen 

 

Squadrons:

TIE Fighters [x5]

Howlrunner

TIE Advanced (to protect Howlrunner)

TIE Interceptors [x2]

 

 

This list's points are over. It's 303 points

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