tcufan1970 0 Posted May 29, 2015 Well this is my first organized play event for Armada. I am not a newb to gamingas I did well enough to win the St Louis Imperial Assault regional. This is first take at Armada for the 300 and it is this evening. Would appreciate any feed back as this is my planned build. Nebulon B Support Refit - 51 Commands Card: Enhanced Armament - 10 Leia Organa - 3 CR 90 Corvette B - 39 Command: Dodonna's Pride - 6 Overload Pulse - 8 Assault Frigate Mark II B - 72 Command: Defense Liaison - 3 XX-9 Turbolasers - 5 Paragon - 5 Squadrons: Luke Xwing - 20 Wedge X Wing - 19 Keyan Farlander B Wing - 20 Tycho Celchu A Wing - 16 A Wing Squadron - 11 Y Wing Squadron - 10 Total Build Points - 298 Would like to know what you guys think this is first go at using some of the new stuff. Pretty straight forward build and strategy. Quote Share this post Link to post Share on other sites
tcufan1970 0 Posted May 29, 2015 So just in getting ready built a second fleet and this one is Imperial. I am thinking since I lean towards the dark side anyways that I may run this instead. I would appreciate any info. I just think with less capital ships the command cards can be more frequently used. Imperial ships: Victory Class I Star Destroyer - 73 Command Cards: Admiral Screed - 26 Enhanced Armament - 10 Expanded LAunchers - 13 Gladiator I Class Star Destroyer - 56 Command Cards : Demolisher - 10 WEapons Liaison - 3 Enhanced Armament - 10 Squadrons: Darth Vader SQuadrons Advanced - 21 Soontir Fel SQuadron - 18 Tie Interceptor - 11 Howlrunner Tie Squadron - 16 Mauler Mithel Tie Squadron - 15 Tie Fighter SQuadron x 2 - 16 Fleet Value -298 Which do you like and do you have anything you hate about either???? Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted May 29, 2015 Perhaps you should add a few words about how you intend to play your fleets? How about objectives? Quote Share this post Link to post Share on other sites
tcufan1970 0 Posted May 29, 2015 Well for the imp fleet it is pretty straight forward. Use the swarm tactic and fighter squadrons to tie up the rebel fighters they may have and then slowly move my capital ships into range of the rebel fleet. Also plan to take advantage of the gladiator's ability to move then fire via the command card. The rebel fleet the idea is just kind of the opposite take out the imp squadrons as soon as possible and use the bombers in conjunction with the capital ships to take out imp fleet. I think the imps right now have small advantage with being able to build fleets costed where they can take more advantage of the command cards. I think the rebels can do something similar but at the moment I have not bought a second Bulwark Battle Frigate for my rebel fleet. Of course once wave two have been released I expect that everything will turn upside down and around with the probable release of Acbar and the use of the Home One. Quote Share this post Link to post Share on other sites
coastcityo 324 Posted May 30, 2015 First thought on the Rebel build. NebB with Enhanced Armament puts this fine ship in a bind. You're adding an upgrade that requires you to be giving a broadside to the enemy on a ship that never wants to present its side shields to the enemy. A better option would be either outfitting it with an X17 which doesn't add dice, but does make the damage it lands better. Another option would be the Salvation title, which rewards firing from the front arc instead of the side arcs (much better for a Neb's health), and again enhances the damage output. The Enhanced Armament does synergize better with the Assault Frigate, which already wants to give a broadside to the enemy. CR90 might be a little overloaded with both the Doddonna's Pride title and the Overload Pulse, since you can't use both at the same time. An option might be to move the Enhanced Armament to the AFmk2, swap the Overload Pulse to the Salvation title for the NebB. This shouldn't change the points too much, just going by memory here, but does most of the things you seemed to be going for. You don't have a Commander listed for the Rebs. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted May 30, 2015 Well for the imp fleet it is pretty straight forward. Use the swarm tactic and fighter squadrons to tie up the rebel fighters they may have and then slowly move my capital ships into range of the rebel fleet. Also plan to take advantage of the gladiator's ability to move then fire via the command card. The rebel fleet the idea is just kind of the opposite take out the imp squadrons as soon as possible and use the bombers in conjunction with the capital ships to take out imp fleet. I think the imps right now have small advantage with being able to build fleets costed where they can take more advantage of the command cards. I think the rebels can do something similar but at the moment I have not bought a second Bulwark Battle Frigate for my rebel fleet. Of course once wave two have been released I expect that everything will turn upside down and around with the probable release of Acbar and the use of the Home One. I think the Imperial fleet has one big weakness: the Rebel isn't going to let you slowly close with the VSD with all those extra guns. He'll stay at long-medium range. Forcing you to either sit an take it - or send your fighters and GSD forward. In which case they might get swamped. Expanded launchers work better on a ship that can actually get close to the enemy, such as you GSD with Demolisher. Quote Share this post Link to post Share on other sites
Corellian Corvette 1,733 Posted May 30, 2015 I don't think you can take expanded launchers and enhanced armorments on the same ship... But if you can, I am totally making a rapid reload+enhanced armorments pizza slicer list! 1 coastcityo reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted May 30, 2015 I don't think you can take expanded launchers and enhanced armorments on the same ship... But if you can, I am totally making a rapid reload+enhanced armorments pizza slicer list! One is ordnance, the other turbolasers. Quote Share this post Link to post Share on other sites
Corellian Corvette 1,733 Posted May 30, 2015 Aren't they both modifications though? 1 Green Knight reacted to this Quote Share this post Link to post Share on other sites
coastcityo 324 Posted May 30, 2015 I think Corrlian CT is correct. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted May 31, 2015 Aren't they both modifications though? Seems they are! Never noticed - I never sink so many upgrade points into a single ship Quote Share this post Link to post Share on other sites
Darth Lupine 1,556 Posted May 31, 2015 Liaison on a Gladiator is not needed, just slap Demolisher and engine techs on that on you're good to go. Nitpicking...but there is no such thing as a command card in armada, they're upgrade cards. You seem to imply somehow that having less capital ships lets you use upgrade cards more...I don't understand this. Had you ten ships fully kited out you would still be able to use all their upgrades every single turn. This part of your post confused me. And what objectives are you planning on using? This is a vital part of any list. Quote Share this post Link to post Share on other sites