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Jabby

Starter Fleet

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So I’m about to get into this game and I’ve decided on what I’m going to buy. I’m getting: the core set, squadrons 1, Rebel transports and assualt frigate. I’m mainly playing with my brother so I’m going to be using proxy cards a lot. Im not sure what objective cards i should use so any feedback and suggestions are welcome.

So, here it is:

Starter Fleet 

Faction: Rebel Alliance
Points: 397/400  

Commander: General Dodonna

Assault Objective: Custom Objective
Defense Objective: Custom Objective
Navigation Objective: Custom Objective

 

CR90 Corvette B (39 points)
-  Jainas Light  ( 2  points) 
-  Intel Officer  ( 7  points) 
-  Engine Techs  ( 8  points) 
-  Electronic Countermeasures  ( 7  points) 
-  SW 7 Ion Batteries  ( 5  points) 
68 total ship cost

 

Nebulon-B Escort Frigate (57 points)
-  Yavaris  ( 5  points) 
-  Flight Commander  ( 3  points) 
-  Fighter Coordination Team  ( 3  points) 
-  Enhanced Armament  ( 10  points) 
78 total ship cost

 

[ flagship ] Assault Frigate Mark II B (72 points)
-  General Dodonna  ( 20  points) 
-  Gallant Haven  ( 8  points) 
-  Intel Officer  ( 7  points) 
-  Flight Controllers  ( 6  points) 
-  Expanded Hangar Bay  ( 5  points) 
-  Electronic Countermeasures  ( 7  points) 
-  Dual Turbolaser Turrets  ( 5  points) 
130 total ship cost

 

GR-75 Combat Retrofits (24 points)
-  Bright Hope  ( 2  points) 
-  Toryn Farr  ( 7  points) 
-  Bomber Command Center  ( 8  points) 
41 total ship cost

 

1 Luke Skywalker ( 20 points) 
1 Biggs Darklighter ( 19 points) 
1 Wedge Antilles ( 19 points) 
1 Gold Squadron ( 12 points) 
1 Y-Wing Squadron ( 10 points) 

Card view link

Fleet created with Armada Warlords

Edited by Jabby

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First off, welcome! A lot of a starter fleet is just about learning how the ships and squadrons fly (there is a definite learning curve), so consider going 300-350 points at first with fewer upgrades. It’s just less to worry about, because I promise you will forget things. That said, the upgrade choices you’ve made work well with their ships. The best things to ditch are probably the Intel Officers, ECM on the Corvette, and Enhanced Armament on Yavaris. If you’re certain you want to go 400 points right off the bat, 3-4 more squadrons will benefit this fleet. X or B-wings work fine. Keyan Farlander in particular is brutal with Yavaris. (If you’re committed to going down the “Rebel Bomber” path in the future, Jan Ors is a necessity.) I hope you and your brother enjoy the game! :)

 

Edit: Oh, and for objectives I recommend Precision Strike, Superior Positions and a proxied Fighter Ambush.  This is known by some as the "Unholy Triad" because it lends itself so well to squadron play, which a large chunk of your list seems to favor. (Superior Positions is usually the nastiest!) For more info on squadrons, objectives and, well, everything I recommend checking out the blog Cannot Get Your Ship Out.  It's part strategy guide, part encyclopedia and the writers are accomplished players.

Edited by The Jabbawookie

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15 hours ago, The Jabbawookie said:

First off, welcome! A lot of a starter fleet is just about learning how the ships and squadrons fly (there is a definite learning curve), so consider going 300-350 points at first with fewer upgrades. It’s just less to worry about, because I promise you will forget things. That said, the upgrade choices you’ve made work well with their ships. The best things to ditch are probably the Intel Officers, ECM on the Corvette, and Enhanced Armament on Yavaris. If you’re certain you want to go 400 points right off the bat, 3-4 more squadrons will benefit this fleet. X or B-wings work fine. Keyan Farlander in particular is brutal with Yavaris. (If you’re committed to going down the “Rebel Bomber” path in the future, Jan Ors is a necessity.) I hope you and your brother enjoy the game! :)

 

Edit: Oh, and for objectives I recommend Precision Strike, Superior Positions and a proxied Fighter Ambush.  This is known by some as the "Unholy Triad" because it lends itself so well to squadron play, which a large chunk of your list seems to favor. (Superior Positions is usually the nastiest!) For more info on squadrons, objectives and, well, everything I recommend checking out the blog Cannot Get Your Ship Out.  It's part strategy guide, part encyclopedia and the writers are accomplished players.

Thanks! I’ve been reading that blog a lot lately. Thanks for the tips!

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I would trim down the upgrades to shove in more squadrons. You don't need to fill every slot - you've almost doubled the price of the CR90 in upgrades alone.

I tossed in Ten Numb, Wedge, and Norra. Ten/Wedge love to double-tap squadrons, and Norra will give you a big boost in bombing damage when you clear the air.

link

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To add in on the suggestion above, the more upgrades you have on a ship as a new player, the more stuff you have to remember.

There is a LOT going on on the table at once in Armada, and adding in a hundred special rules and abilities can quickly get overwhelming. For a while, try and stick to 1, 2, maybe 3 upgrades on the big boys to give your brain-space some help. 3 upgrades you remember to use are WAY more effective than 9 you forget all the time.

Here's a list of some of what I would call "standard" upgrades that are time tested for efficiency and success. Speaking purely to newer players, I would not run any of the following ships without the following upgrades, and in most cases would not suggest adding any further upgrades into the mix until you are comfortable with the ships as is. The reason for this is that it is sometimes hard in this game to determine if you are getting beaten because your fleet is bad, or you are bad at playing it. I know that I almost instantly became a better player the moment I played a fleet that was already tested so I KNEW that it wasn't the fleets shortcomings, it was my own, and then I could fix them.

 

"Standard" Rebel Ship Upgrades

Hammerhead- External Racks (Torpedo) or Turbolaser Rerout Circuits (Scout)

CR90- SW7 ("B" Variant) or Turbolaser Rerout Circuits ("A" Variant)

Nebulon- Salvation (Support) or Yavaris (Escort)

Pelta- Fleet Command of Choice + External Racks (Assault) or Boosted Coms (command)

MC30- Ordnance Experts and Assault Proton Torpedos

AFMKII- Electronic Counter Measures and Flight Controllers/Gunnery Team

MC80 "Liberty"- Leading Shots + Turbolasers to suit need.

MC80 "Home One" - Defiance, Engine Techs, Quad Turbolaser Turret, Leading Shots, Electronic Countermeasures and/or Reinforced Blast Doors.

Ok, so I guess the MC80 is the one ship I guess deserves the to-the-nines treatment. The base ship is - in my own opinion - really lack luster but it turns into an unbelievable powerhouse when equipped as noted.

 

 

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Thanks for the tips, I have now made a revised version. So I purged the upgrades to slim down my ships and I’ve added the suggested objectives. I also buffed up my squadrons.

Starter Fleet MK II 

Faction: Rebel Alliance
Points: 392/400  

Commander: General Dodonna

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

 

Nebulon-B Escort Frigate (57 points)
-  Yavaris  ( 5  points) 
-  Fighter Coordination Team  ( 3  points) 
65 total ship cost

 

CR90 Corvette A (44 points)
-  Jainas Light  ( 2  points) 
-  Turbolaser Reroute Circuits  ( 7  points) 
53 total ship cost

 

[ flagship ] Assault Frigate Mark II B (72 points)
-  General Dodonna  ( 20  points) 
-  Gallant Haven  ( 8  points) 
-  Flight Controllers  ( 6  points) 
-  Electronic Countermeasures  ( 7  points) 
113 total ship cost

 

GR-75 Combat Retrofits (24 points)
-  Bright Hope  ( 2  points) 
-  Toryn Farr  ( 7  points) 
-  Bomber Command Center  ( 8  points) 
41 total ship cost

 

1 Biggs Darklighter ( 19 points) 
1 Luke Skywalker ( 20 points) 
1 Wedge Antilles ( 19 points) 
2 X-Wing Squadrons ( 26 points) 
1 Norra Wexley ( 17 points) 
1 Ten Numb ( 19 points) 

Card view link

Edited by Jabby

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Nice! The list looks like a powerful one. I’d consider adding a Flight Commander to Yavaris; it’s a pretty common 3 pt. addition that allows Yavaris to activate, move the squadrons into engagement, and then let the squadrons attack twice. It makes FCT more useful.

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Heres the latest version. I was just wondering if I have too few activations.

Starter Fleet MK II 

Faction: Rebel Alliance
Points: 395/400  

Commander: General Dodonna

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

 

Nebulon-B Escort Frigate (57 points)
-  Yavaris  ( 5  points) 
-  Flight Commander  ( 3  points) 
-  Fighter Coordination Team  ( 3  points) 
68 total ship cost

 

CR90 Corvette A (44 points)
-  Jainas Light  ( 2  points) 
-  Turbolaser Reroute Circuits  ( 7  points) 
53 total ship cost

 

[ flagship ] Assault Frigate Mark II B (72 points)
-  General Dodonna  ( 20  points) 
-  Gallant Haven  ( 8  points) 
-  Flight Controllers  ( 6  points) 
-  Electronic Countermeasures  ( 7  points) 
113 total ship cost

 

GR-75 Combat Retrofits (24 points)
-  Bright Hope  ( 2  points) 
-  Toryn Farr  ( 7  points) 
-  Bomber Command Center  ( 8  points) 
41 total ship cost

 

1 Biggs Darklighter ( 19 points) 
1 Wedge Antilles ( 19 points) 
1 Luke Skywalker ( 20 points) 
2 X-Wing Squadrons ( 26 points) 
1 Norra Wexley ( 17 points) 
1 Ten Numb ( 19 points) 

Card view link

Edited by Jabby

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