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awesomeclaw

New Player Looking for List Advice

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Hi all,

I've just started playing (only played 3 games so far) and I'm looking for a bit of feedback/suggestions on what to do with my list. This is what I have right now:

397/400

Most Wanted

Fighter Ambush

Intel Sweep

CR90A

 - Jaina's Light

CR90A

 - Electronic Countermeasures

 - Toryn Farr

GR-75 Medium Transports

 - Bright Hope

 - Leia Organa (Officer)

 - Repair Crews

MC75 Armored Cruiser

 - Mon Mothma

 - Electronic Countermeasures

 - Enhanced Armament

 - Gunnery Team

 - Ordnance Pods

 - Ramus Antilles

Squads:

 - Tycho Celchu

 - 1x A Wing Squadron

 - Wedge Antilles

 - 4x X-Wing Squadron

 

Since I've just started playing I'm pretty limited in terms of models/upgrades (although I'm not against picking up a couple of things if necessary). I'm definitely dropping the Repair Crews and replacing it with Comms Net, and I was also considering swapping the CR90As for CR90Bs and putting some weapon upgrades on them. I like having Mon Mothma since it means my CR90s can get in a bit closer but obviously it doesn't really help the MC75.

Edited by awesomeclaw

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18 minutes ago, awesomeclaw said:

Since I've just started playing I'm pretty limited in terms of models/upgrades (although I'm not against picking up a couple of things if necessary). I'm definitely dropping the Repair Crews and replacing it with Comms Net, and I was also considering swapping the CR90As for CR90Bs and putting some weapon upgrades on them. I like having Mon Mothma since it means my CR90s can get in a bit closer but obviously it doesn't really help the MC75.

While your admiral certainly doesn't need to apply to your entire fleet, I would suggest Cracken if you can get him.  Not quite as good, but a bit cheaper.  If you were squadronless, MM would be much better for the CR90s, but you do have a decent bit of squad cover.

I would also highly recommend shifting some squad points around and finding room for Jan.  Her ability can actually be more effective than adding more squads.

People that are better at math can probably explain better, but Enhanced Armaments isn't very good for its point cost.  Generally, you are better off with a cheaper turbolaser upgrade.

Putting TRCs on the CR90s would be a huge boost in their firepower.  Unfortunately there are limited packs the card comes in.  You should be able to borrow some cards, long term players have a ton of the promo copies, or proxy to try it out.

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2 minutes ago, AdmiralYor said:

While your admiral certainly doesn't need to apply to your entire fleet, I would suggest Cracken if you can get him.  Not quite as good, but a bit cheaper.  If you were squadronless, MM would be much better for the CR90s, but you do have a decent bit of squad cover.

I would also highly recommend shifting some squad points around and finding room for Jan.  Her ability can actually be more effective than adding more squads.

People that are better at math can probably explain better, but Enhanced Armaments isn't very good for its point cost.  Generally, you are better off with a cheaper turbolaser upgrade.

Putting TRCs on the CR90s would be a huge boost in their firepower.  Unfortunately there are limited packs the card comes in.  You should be able to borrow some cards, long term players have a ton of the promo copies, or proxy to try it out.

I have Cracken but I'm a bit wary of using him because I found I was getting hit pretty often by quad battery turrets.

In terms of the TRCs and Jan, would you say it was a better idea to pick up a MC30 (which would let me play around with the MC30 itself plus all of the cards) or the Rogues and Villains pack?

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4 hours ago, awesomeclaw said:

I have Cracken but I'm a bit wary of using him because I found I was getting hit pretty often by quad battery turrets.

In terms of the TRCs and Jan, would you say it was a better idea to pick up a MC30 (which would let me play around with the MC30 itself plus all of the cards) or the Rogues and Villains pack?

QBT being common for your opponent or meta is certainly a good reason to pass on Craken.  Just be careful, if you try to counterplay QBT too much, you can be giving up your greatest strength, speed and maneuverability.  Cards like QBT and Disposable Capacitors are sometimes used to get your opponent to make a choice to avoid a few dice, and inadvertently take more.

Ehhhhh, probably the MC30 if you have to choose.  For general play there isn't too much other than Jan you will be missing in R&V.  Most metas have people that are a good enough sport to loan a new player a card/model they don't have.

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You should ABSOLUTELY get the MC-30. It is the strongest ship in the Rebel arsenal, and it LOVES Mon Mothma. In fact, you should get two of them.

With the ships you have in your fleet at the moment, I would recommend Ackbar over Mon Mothma. It seems counter-intuitive, but the CR-90A's do really well with Ackbar, and the MC-75 will do well with him too. Alternatively, General Dodonna is cheap, and his ability is solid.

Swap the seats of Leia and Toryn. If you put Toryn on the GR-75 she can help every ship and squadron in your fleet. If she is on the CR-90, she can't help the CR-90 she's on. Also, you are more likely to want the MC-75 to change to the command that the CR-90 is doing than what the GR-75 is doing. And move the Jaina's Light title to Leia's ride. That way she can just run along behind the MC-75 as support, and her shots won't be obstructed, but incoming shots will be.

Electronic Countermeasures are great on the MC-75, but I think they are too expensive to put on the CR-90.

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The MC30 is to Armada fleets what a Lightsabre is to Luke Skywalker, another words, without it, he is just an annoying moisture farmer who has the hots for his sister.  MC30 is a must!

My suggestion for your fleet is less for your fleet and more in general for new players.  I'm myself coming off a very long and painful learning curve so I speak from the experience of getting crushed mercilessly and repeatedly.

First, Metas are not for new players so whatever you read/watch regarding competitive meta's and competitive play, not saying ignore it but realize it doesn't apply to you.  Those meta lists presume that you have a very experienced player at the helm, in the hands of a newbie they are god awful and you will get crushed far worse then you need to be getting crushed.

Second, understand the difference between the dice.  This is vital to understanding the performance of the ships. 

Red Dice =  Unreliable and often borderline useless, anytime you roll red dice you are basically praying to the dice gods.  They are ok for slap damage and can be made semi useful with re-rolls but assume that when you roll 8 dice, you will get 4 hits (aka 50%)

Blue Dice = Most reliable dice in the game, but medium is not "a range" you can play.  Aka, you are either playing long range or short range, trying to create a list around staying in medium range is like playing Marco Polo but trying not to gett your hair wet.  Point is, Blue = Close combat.

Black Dice = This is how you blow stuff up, but know that anytime you are rolling them without re-rolls you are reducing their effectiveness by infinity %.  ALWAYS have a way to re-roll black dice, usually its ordinance experts, always have a way to leverage critical effects because you will always get them.  With this strategy you will basically get as many hits as you roll dice at the minimum and you will almost always have a critical effect.  That makes this "THE" best die.

Third and perhaps most importantly, don't run empty cans.  Another words don't add ships into a list without a clear plan for what they do and make sure that they have upgrades that help it do that job to the best of its ability.

So looking at your list, and using the filter above I would say the following.

1. CR90 with Jaina's Light is great, but if that ships job is to snipe and hide behind obstacles make it better at its job. Think about what gear you can put on their to make him a better sniper, perhaps Turbolaster Reroute Circuits?

2. Enhanced Armaments gets you more red dice for 10 points and you are using Mon Mothma on a ship that gets nothing out of it.  If you trade up for Ackbar and get rid of Enhanced Armaments you will gain 2 red out the sides of all your ships (aka everyone gets something).  Those CR90's should be clear of short range anyway so you should be able to leverage your evades regardless.

Personally though given the setup of the list, I would look at advice two.. aka... black dice are better than red, swap out Mon Mothma for Sato, get rid of Enhanced Armaments you not only get to toss black dice at long range but you will save 8 points by my count.  Instead of a Rerout Circuit on Jaina's Light add a Quad Battery for 5 points.  Now you are tossing 2 black and a blue out your front.

I would also review your squad.  X-Wings are great for when you are escorting but you have nothing to escort.  Remember rule 2, red dice suck, so bombing with red die.... terrible is the word I would use.  Your better off adding faster squadrons or if you are going to go the bomber route, rework it so that your tossing black dice when you are bombing.

Hopefully that helps a bit, for what its worth I feel your pain.

 

 

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22 hours ago, BigKahuna said:

First, Metas are not for new players so whatever you read/watch regarding competitive meta's and competitive play, not saying ignore it but realize it doesn't apply to you.  Those meta lists presume that you have a very experienced player at the helm, in the hands of a newbie they are god awful and you will get crushed far worse then you need to be getting crushed

I agree overall with this, but it’s worth noting not all meta lists are hard to pick up. For example, 2+3 will be borderline impossible for a brand new player, but a first-last Demo or BTAvenger fleet will be a lot easier to play in certain respects. So much so that it’s still probably best to avoid them in favor of learning skills those fleets don’t teach.

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