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Suriel

Starting Armada

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Hi guys. I am toying with the idea of having a go at Armada. Atm I have a starter. What would you recommend to buy next? 

I'm interested in Empire. No Rebel Scum for me. ;)

Nothing competitive,  just something fun to play. Not interested in tournaments. 

Thanks in advance. 

 

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Welcome to the Empire!!

For just-fun play, you'll want to pick up at least one Imperial fighter pack, and an ISD. I mean, you went with the Empire to play with an ISD, right? Gladiators and Raiders ate great too. If you find you like the squadron game get more Imperial squadrons, as well as the Bounty Hunters.  

Btw., depending on your local community, don't discount tournaments. The atmosphere there may not be as cut-throat and nasty as you might fear. Whereabouts are you?

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Welcome to the game! You are the third person to post a thread like this recently, so I shall redirect you to the other two:

https://community.fantasyflightgames.com/topic/264627-lucky-day-or-luckiest-day/

https://community.fantasyflightgames.com/topic/264579-what-should-i-buy/.

 

I agree with Hasselstein above, too.

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Thanks for response guys. Much vailuable info there.

Could you just explain to me why fighter squadron I is better than II? To me it looks that Defenders, Decimators etc bring more bang.

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10 minutes ago, Suriel said:

Thanks for response guys. Much vailuable info there.

Could you just explain to me why fighter squadron I is better than II? To me it looks that Defenders, Decimators etc bring more bang.

Well Fighters I brings the basics - Advanced, for Escort, Interceptors, for cheap and good anti-squad, B-Wings, for amazing bombers, A-Wings, for cheap anti-squad, etc.

Fighters II is more specialized, so while the fighters are great, they tend to be more expensive and focused.

For a beginner, the Fighters I is easier to learn with, and either way they will make up the bulk of most fighter wings. 

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2 hours ago, GhostofNobodyInParticular said:

Welcome to the game! You are the third person to post a thread like this recently, so I shall redirect you to the other two:

https://community.fantasyflightgames.com/topic/264627-lucky-day-or-luckiest-day/

https://community.fantasyflightgames.com/topic/264579-what-should-i-buy/.

 

I agree with Hasselstein above, too.

As one of those people I would just like to say a big thank you for all the people on this forum for their help. 

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To add to the above...

The aces in Pack 1 are great. Mauler Mithel (TIE fighter) hits all enemies at range 1 when he moves. Darth Vader (Advanced) hits on crits and rolls nasty dice. Soontir Fel (Intercepter) makes anyone that doesn't shoot at him take a hit. Major Rhymer (Bomber) extends the range for all bombers that are close to him.

So you're saying you don't want Vader, Mauler, Soontir, or Rhymer? I find your lack of faith disturbing. ;) 

Oh, and consider that TIE Interceptors are probably the most efficient squadron killers, point for point, in the game. Speed 5. Counter 2. 4 dice. They are not to be underestimated.

Also, most of the squads in Pack 2 are more situational. Yes, the Defender is the generalists that the Imperials typically lack. But Phantoms, Decimators, and Shuttles are situational. I'd get two Imperial Pack 1's before I got my first Imperial Pack 2, to be blunt.

Edited by RobertK

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13 minutes ago, RobertK said:

To add to the above...

The aces in Pack 1 are great. Mauler Mithel (TIE fighter) hits all enemies at range 1 when he moves. Darth Vader (Advanced) hits on crits and rolls nasty dice. Soontir Fel (Intercepter) makes anyone that doesn't shoot at him take a hit. Major Rhymer (Bomber) extends the range for all bombers that are close to him.

So you're saying you don't want Vader, Mauler, Soontir, or Rhymer? I find your lack of faith disturbing. ;) 

 

I shall report to the nearest ISB office for reconditioning. :)

but seriously thanks for help. Now, how do you convince a wife? :):):) 

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15 minutes ago, Suriel said:

but seriously thanks for help. Now, how do you convince a wife? :):):) 

That's the spirit!

On the convincing part, no advice! My wife and I married later in life, so we have separate finances (meaning there is no convincing required). But she's a saint for putting up with my hobbies, and I make sure she knows that I believe that. :) Cheers!

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2 hours ago, RobertK said:

Also, most of the squads in Pack 2 are more situational. Yes, the Defender is the generalists that the Imperials typically lack. But Phantoms, Decimators, and Shuttles are situational. I'd get two Imperial Pack 1's before I got my first Imperial Pack 2, to be blunt.

FWIW, I like Imperial Squads 2 a lot, but because of the Defender.  The shuttle is pretty amazing for relay, too - but even then, you'll never need more than 2 of them, which you get in a single copy of the pack.  (Possibly, a good argument could be made that the relay-shuttles teaches bad habits...such as...'how to use relay as it is today'.  Given there is so much whinging about it, I half expect a nerf some day).  And, yeah, never found a good use for Decimators or Phantoms for their price, myself.  TIE Defenders, though?  Oh, man, having that generalist out there is nice.

So if looking for a pack that is just good, and everything in it is usable...I think I'd agree that Squads 1 is the way to go.  Squads 2 is fun, and I've got 3 copies and plopping six TIE Defenders down on the table at a time is very awesome, but...Squads 1 is a much better foundation as a single-buy.

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Hey man, I just got into the game a few months ago and went the Imperial route as well.  Picking up an ISD is a great way to pad your fleet points to get up to that 400pt limit real fast.  A heavily invested ISD2 can easily reach 170 points.  It does mean that you'll be pigeon holed into a certain play style though, which may or may not be what you like.  Regardless, with the VSD from the core, you're probably best off with a Gladiator as your second purchase.  This will allow you a simple 3 ship activation fleet where you have your center piece in the ISD, with a VSD protecting it from getting flanked on one side, and the Gladiator playing the role of flanker to protect the other side.  Again, it's going to be a very specific list archetype, but it'll be a cheap way to make a pretty powerful 400pt list that's simple to fly as you start to learn the game.  Or at least that's what I did and thought it was a useful way to get into the game.  It also allows you to pick up a new piece (Arquitens / Raider for the Gladiator, Interdictor / Quasar for the VSD (though you'll want more squads for the Quasar)) and replace a portion of your list with that new shiny ship without having to totally redo everything at once... Or you can cut down on some of the upgrades in order to get some Gozantis in there as activation padding to figure out how that goes.

I held off on the squadron purchases for awhile.  I figured let me learn the base game and how it plays and why I would want to spend 11 points for an Interceptor over the 8 points for a TIE fighter (hint, it's all about that counter 2, which then becomes counter 3 with Howlrunner).  The squadron game is a completely different game within the game.  I found by starting light on the squads, it allowed me to focus on how to fly the ships, and just a simple TIE screen was enough to keep me from getting demolished by squadron heavy lists without knowing a ton about where to place your squads or when to activate them.  I'm now in that phase of learning the game, about 3 months after picking the game up for the first time.

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5 minutes ago, Khyros said:

(hint, it's all about that counter 2, which then becomes counter 3 with Howlrunner). 

When you get the chance, run a group (4+) of Interceptors with Howlrunner, Dengar, and Flight Controllers. Counter 4 and a standard attack of 6 is so fun. :) 

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1 hour ago, GhostofNobodyInParticular said:

When you get the chance, run a group (4+) of Interceptors with Howlrunner, Dengar, and Flight Controllers. Counter 4 and a standard attack of 6 is so fun. :) 

At a store tourney last weekend I ran Dengar, Howl, Mauler, Soontir, and Cienna. I didn't loose a single squad and eliminated all enemy squads except in one game where my opponent had the second half of his squads flee. Imperial swarm/scatter aces are nasty.

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12 hours ago, GhostofNobodyInParticular said:

When you get the chance, run a group (4+) of Interceptors with Howlrunner, Dengar, and Flight Controllers. Counter 4 and a standard attack of 6 is so fun. :) 

Of course...then you run into the enemy list with 400 pts of ships that include buckets of AA fire, and no squads, and all that spent on amazing anti-squad firepower is just wasted points... :P

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36 minutes ago, xanderf said:

Of course...then you run into the enemy list with 400 pts of ships that include buckets of AA fire, and no squads, and all that spent on amazing anti-squad firepower is just wasted points... :P

Bring 2 strategic guys to take advantage of their lack of squadrons to nickel and dime them into a 9-2 victory at a tournament. Then come to the forums to coincidentally report all the lists, and that you happen to come in at 1st place. Also perk: Enjoy the nasty whining of non-bomber squadrons being overpowered from all the guys you smashed on your way to fleeting, gory glory. 

 

Whats not to love?

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On 12/5/2017 at 5:50 AM, Mikael Hasselstein said:

Welcome to the Empire!!

For just-fun play, you'll want to pick up at least one Imperial fighter pack, and an ISD. I mean, you went with the Empire to play with an ISD, right? Gladiators and Raiders are great too. If you find you like the squadron game get more Imperial squadrons, as well as the Bounty Hunters.  

Solid advice here. I would also suggest buying an Arquitens because of three reasons:

-It has some decent upgrades (Dual Turbolaser Turrets, Reinforced Blast Doors, Minister Tua)

-It comes with Moff Jerjerrod, who basically makes playing a VSD more fun and possible b/c with him it can actually TURN

-The ship itself is decently good.

Have fun, run what you enjoy, and crush some Rebels!

Welcome to the Navy, and long live the Empire!

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