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MoffZen

Lists to get people into the game at 300pts ?

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Hey guys !

 

So, I'll be organizing the community for Armada in my FLGS and trying to get people in, so I'm currently sourcing a few ships and squadron boxes :)

 

I was curious : in your opinion, is one list with 1 VSD + 1 GSD + Imperial Squadrons feasible at 300 points games ? No necessarily the most competitive but at least relatively functional.

 

For the Rebels, do you think a 2 CR90 + 1 Neb + Squadrons is feasible ? Once again not the most competitive out there but I'm looking for functioannlity. Hesitating between another Corvette and an AFMK2 (but worried that the AFMK2 might be too much of a mirror for the VSDs).

 

Cheers !

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2 CR90 + 2 Neb is a viable build - one with one Neb is not. You're precious squadrons have no one to command them...

 

If this is an introduction to the game, I suggest you use the AF2 - it means less ships on the table (making it easier) and it can do some silly things and not die (good for new players). 

 

One AF2, 1 Neb, 1 CR90 + squadrons = you get to show all the rebel stuff.

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I've found the best introduction is 2x Victory IIs, 8x TIE fighters, 2x TIE interceptors, Neb, CR90, AFIIB, 6x X-wing with no upgrades anywhere. Rebs have initiative (although if the newbie is imperials I pass it to them for easier learning). It's the starter set plus a ship and a fighter pack for both sides. I've found it to actually be a better intro than the starter set because things die quicker and it is more representative of how the game plays. Those fleets show off the basic styles of both sides quite well. I've used that mix with four different people and they've all loved it. They get a grasp of command and maneuver quicker and the game flows faster. It doesn't just devolve into one victory attempting a slow futile turn after the first pass.

My one warning is DO NOT USE UPGRADE OR OBJECTIVE CARDS. They bog down the introduction with unnecessary complication. Get people navigating, shooting, and dogfighting before you throw those things in. The game plays well in a six turn deathmatch for an introduction. Keep it simple to start.

Edited by Truthiness

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Thanks for the comments guys !

 

@Green : Yeah it was kind of my fear as well. I think I'll go with the AFMK2 then. My idea was to buy another Vette mainly for the Admiral Cards so that the players I'll introduce to the game will be able to try out two different commanders and see how it affects their fleets. I did forget to mention that the FLGS I'll be playing at will allow us to use their opened starter box so we'll be able to field multiple Vettes and Nebs (as well as an extra Victory) in any case (though without Mothma obviously).

 

@Truth : Definitely agree with not using objective and upgrade cards early on and keep it a deathmatch. The introductory games I've played with so far were tutorial scenarios and for someone who already played a game a 180 points list with Admiral and upgrades. I feel it's a good experience to witness how ships perform without upgrade cards then with and get people to think about strategy. Third game will be with objectives.

 

Thanks again, I'll guess I'll go ahead and get the Glad, the AF and a Fighter Pack for each faction, that way it's going to give a pretty diverse feeling while still being able to use the store's box should we need duplicates :)

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My one warning is DO NOT USE UPGRADE OR OBJECTIVE CARDS. They bog down the introduction with unnecessary complication. Get people navigating, shooting, and dogfighting before you throw those things in. The game plays well in a six turn deathmatch for an introduction. Keep it simple to start.

 

Especially this.

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Hey guys ! So, I made two lists with what I've purchased (one Rebel, one Imperial) and you'd be super awesome if you could give me some insights ! :) Both are at 300 points (ish) but I'm limited in terms of upgrade cards to the Starter set, Gladiator, AFMK2 and Fighter Packs.

 

Imperials :

- Admiral Screed 

- Victory II - Admiral Chiraneau, Overload Pulse, Increased Hangar

- Gladiator II - Insidious, Enlarged Launchers, Engine Techs

- Vader

- TIE Bomber

- TIE Bomber

- Howlrunner

- TIE Fighter

- TIE Fighter

- TIE Fighter

 

299 points

The idea was to have the Victory II deny part of the board to make the rebels flee with the Insidious coming in behind for the kill (deployed near the Victory) or in a flanking maneuver due to its speed. Then proceed to overwhelm the enemy with waves of TIE. Obviously Howlrunner + the TIEs will work together and Vader will escort the Bombers.

 

Rebels :

- General Dodonna

- AFMK2 B - Adar Tallon, Enhanced Armament, Sensor Team

- CR90B - Dodonna's Pride, Electronic Counter Measures

- Nebulon-B Escort Frigate

- Luke Skywalker

- X-Wing

- X-Wing

- Y-Wing

- Tycho Celchu

 

298 points

 

Here the idea is to have the AFMK2 skirt the edge of where the battle will be in order to surf on the red die distance, while issuing commands to squadrons (probably two X-wing and Tycho). Tycho + Adar Tallon to tie-up anything that would threaten to block the B-Wings in Hit and Run maneuvers, Y-wing + Adar to make them essentially speed 6 for a turn or X-Wing + Adar in case I'm tied to get out faster. Luke and the Y-Wing stick with the Corvette+Neb for early crits through the shields and sustained firepower from the ships.

 

What objectives would you recommend for both these lists?

 

EDIT : Omg, I corrected the lists, so many mistakes in calculating the points values...

Edited by MoffZen

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Objectives for the Imperials:

 

Precision Strike: should play to the Imperials firepower and let those bombers pose a serious threat to the Rebs,

Fire Lanes: Appeared to be the lesser of 4 evils, doesn't hurt the Imperials too much if they don't have initiative.

Superior Positions: If your plan with Insidious works out, this will reap big rewards.

 

Objectives for Rebels:

 

Opening Salvo: To make that Assault Frigate super scary.

Fleet Ambush: Give the Imps 1st player, then make them pay for the honor.

Intel Sweep: To make them pick from your other two objectives.

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I am new to the game and just want opinion on my fleet build

VSD2

Tarkin / gunnery team / expanded hanger

GSD

Demolisher / Nav team / Sensor team

Nothin

1x TIE LN

2 x TIE advanced.

Rhymer

1 x TIE interceptor

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I taught a guy how to play the other day. We went on a progression. "L2P" scenario > 180 points with upgrades > 300 points. IMO setting up a full 300pt game for learnings is no good. At least for me. I want to play one quick game to get the rules questions out of the way and THEN play a long game.

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If you want a medium ranged ship to start to soften up targets for the Glad I would take a Vic II with this build.

 

Vic II:

Screed

H9 turbolasers ( instead of overload pulse) Or take Enhanced Armaments

Hangers

 and Admiral Chirpy

 

Gladiator II

Launchers is ok but I'm a bigger fan of Assault Concussion Missiles (they are cheaper, and almost always give 2 extra damage to either adjacent shields, or shield less hull zones)

Insidious is again ok, but the sexiness is Demolisher (shoot, usually long range. then move and shoot with your second attack usually in that close range sweet spot)

 

engine Techs.

 

Wolf Yuleran

 

Sprinkle in fighters as needed.

Edited by Moore1980

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Here is a list of what you can do with ships and squadrons with no upgrades.

This is 1 core, 1 of all expansions and 2 Fighter Packs. All points are at the cheapest version of the ship/squadron

(CORE) VSD 1: 73 points

(EXP) VSD 1: 73 points

(EXP) GSD 1: 56 points

10 TIE Fighters: 80 points

4 TIE Bombers: 36 points

4 TIE Advanced: 48 points

4 TIE Interceptors: 44 points

Total points: 410

No upgrades and that is Wave 1 and Core for Imperials.

(CORE) Nebulon-B Support Firgate: 51 points

(CORE) CR90 B: 39 points

(EXP) Nebulon-B Support Firgate: 51 points

(EXP) CR90 B: 39 points

(EXP) Assault Frigate MKii B: 72 points

8 X-Wings: 104 points

4 A-Wings: 44 points

4 Y-Wings: 40 points

4 B-Wings: 56 points

Total Points: 496

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I taught a guy how to play the other day. We went on a progression. "L2P" scenario > 180 points with upgrades > 300 points. IMO setting up a full 300pt game for learnings is no good. At least for me. I want to play one quick game to get the rules questions out of the way and THEN play a long game.

 

Oh, I agree with you definitely ! :) It's useless to start throwing too complicated stuff to manage for the first couple of games.

 

I did try out the lists in the OP with a friend, and one thing that I've noticed is that he struggled keeping up with all the cards. The main reason behind that I think is because he did not build the list, so from now on I'll just let the players build their own lists among what is available for 300 points so they can understand the list building aspect and get a feel of how their fleet is played.

 

So, I'll probably go with L2P>180 or 150 without admiral with upgrades > 300 without objectives > full monty.

Edited by MoffZen

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I've been trying to convince the girlfriend to give armada a shot... Was thinking that a 150pt matchup would be a good learning place to start while capturing the spirit of the game. I think I had a matchup in mind like...

Rebel Forces

CR90A, NebB Support with Dodonna, Luke, and plain X Wing

Imperial Forces

VSDII with Motti and Warlord, Howlrunner, and two TIE fighers

It's simple to play, useful cards,and uses all phases of the game. Probably no objectives or obstructions the first time through.

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@Stasy : To be honest, I  would really recommend the L2P scenario at 150 points. There are a couple problem with upgrade cards when you make a fleet for someone else, especially for their first time :

1) It adds an unneeded layer of complexity to the game

2) Most of the time they won't use the cards to their full efficiency because they haven't picked them themselves. I built 2 simple lists for people for time purposes and in each battle they didn't use most of the upgrade cards or I had to remind them to do so.

3) In all cases, you're going to build a list according to your preferences or your logic, which might not be the most enjoyable way to play for them.

 

What I suggest is the L2P at 150 points, then if she likes it, let your girl take a look at the upgrade cards so she can get a feel of what the combinations can bring to her fleet, then let her build a fleet at 150 points (or go crazy at 300 if she feels like it).

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So I just ran my 150v150 match against myself 3 times... Um, give new people the Imps. It's nearly impossible to screw up so bad you lose. No wonder people play the Empire for the most part.

Edited by Stasy

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So I just ran my 150v150 match against myself 3 times... Um, give new people the Imps. It's nearly impossible to screw up so bad you lose. No wonder people play the Empire for the most part.

 

Best tip for a newby Rebel player that deploys his/her ships in front of the Imps, deploy at speed 1 and bank a Nav token on the first turn with a Navigate command in the 3rd turn. Bump up to speed 3 and get away/behind the Imps :P

 

Most Rebels I know (including me when I play them) lose because most of the time they overestimate the survivability in the front arc of a Destroyer and tend to park one of their ships there in Turn 2 or 3. 

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